Difference between revisions of "Ruleset"

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(→‎Dynastic Rules: Enacted "Side Hustle")
 
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= Core Rules =
 
= Core Rules =
  
 
== Ruleset and Gamestate ==
 
== Ruleset and Gamestate ==
This is the '''Ruleset''' for BlogNomic; all Managers shall obey it. Section One consists of the “core rules” of BlogNomic, covering basic proposal mechanics; Section Two contains the rules of the current dynasty; and Section Three contains the appendix, which exists solely to clarify the remainder of the ruleset.
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This is the '''Ruleset''' for BlogNomic; all Puzzlers shall obey it.
  
The Ruleset and Gamestate can only be altered in manners specified by the Ruleset.
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It comprises four Sections: 1) the “core rules” of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which set metagame parameters for the current dynasty; and 4) the appendix, which complements and clarifies the Ruleset.
  
Managers may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Proposals at any time, including replacing Spivak and gender
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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.
*specific pronouns with the singular “they”.
 
  
If the Ruleset does not properly reflect all legal changes that have been made to it, any Manager 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.
  
== Managers ==
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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.
Any human may apply to join BlogNomic (if they are not already a Manager) by registering at http://blognomic.com via the Register link in the sidebar, and then making a post making clear their wish to be a '''Manager'''. An Admin shall add them to the roster in the sidebar and the GNDT, at which moment they become a Manager.
 
  
A Manager may cease to be a Manager at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Manager in this way may not become a Manager again within the following two weeks. A Manager may only change their name as a result of a proposal approving the change.
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== Puzzlers ==
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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.)
  
Some Managers are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Managers 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. New admins shall be given the GNDT configuration password when they become admins.
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A Puzzler may only change their name as a result of a Proposal approving the change.
  
===Idle Managers===
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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.
  
Some Managers are '''Idle''', and shall be marked as such in the sidebar. For the purposes of all Gamestate and the Ruleset, excluding Rules “Ruleset and Gamestate”, “Managers”, “Dynasties”, “Fair Play” and any of those Rules’ subrules, Idle Managers are not counted as Managers.
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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.
  
If a Proposal contains a provision that targets a specifically named Idle Manager, then that Idle Manager is considered to be Unidle solely for the purposes of enacting that specific provision
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===Idle Puzzlers ===
  
When a Manager 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 Manager Idled in a different dynasty), the Manager is given the default value for new Manager, if such a value exists.
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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.
  
An Admin may render a Manager Idle if that Manager has asked to become Idle in an entry or comment from the past four days, or if that Manager has not posted an entry or comment in the last seven days. In the latter case, the Admin must announce the idling in a blog post. Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so. An Admin may Unidle a Manager if that Manager has asked to become Unidle in an entry or comment from the past four days, and Idle Admins may Unidle themselves at any time, unless the Manager who would be Unidled asked to become (or rendered themselves) Idle within the previous four days, and within the current dynasty.
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If a Proposal contains a provision that targets a specifically named Idle Puzzler, then that Idle Puzzler is considered to be Unidle solely for the purposes of enacting that specific provision.
  
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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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.
  
== Dynasties ==
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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.
BlogNomic is divided into a number of '''Dynasties'''. Each Dynasty may be headed by a single Manager, known as the Commissioner. If there is no Commissioner, the Dynasty is a Metadynasty.
 
  
== Votable Matters ==
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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.
A '''Votable Matter''' is a post which Managers may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.
 
  
Each Manager 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 Manager’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
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Idle admins can resolve Votable Matters as a non-idle admin would.
*Manager never has a Vote, even if they were a Manager previously and had cast a valid Vote.
 
  
Votable Matters can either be Pending, Enacted, or Failed. When a Votable Matter is first put forward, it is considered Pending.
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===Dormancy===
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If there are fewer than four Puzzlers (not including the Puzzle Master), then BlogNomic is on Hiatus.
  
Whenever an Admin resolves a Votable Matter, they must also mark their name, and report the final tally of Votes (or the fact that it was self
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== Dynasties ==
*killed or vetoed). Comments cannot be made on Enacted or Failed Votable Matters.
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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.
  
This rule cannot be overruled by Dynastic Rules in its application to Calls for Judgement or Declarations of Victory.
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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.
  
== Proposals ==
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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.
Any Manager may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Manager already has 2 Proposals pending, or has already made 3 Proposals that day).
 
  
=== Special Proposal Voting ===
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== Votable Matters ==
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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.
  
When a Manager casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal '''Self
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===Votes===
*Killed''', even if the author later changes their Vote. The Commissioner may use VETO as a voting icon to cast a Vote on a proposal; when the Commissioner casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Commissioner later changes their 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 Manager other than the Commissioner casts a vote of DEFERENTIAL on a Proposal, then the Vote of DEFERENTIAL is an indication of confidence in the Commissioner. When the Commissioner has a valid Vote other than VETO on a Proposal, then all votes of DEFERENTIAL on that Proposal are instead considered to be valid and the same as the Commissioner's Vote for the purposes of other rules unless otherwise specified.
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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.
  
=== Resolution of Proposals ===
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A Votable Matter is '''Popular''' if any of the following are true:
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* It has a number of FOR Votes that exceed or equal Quorum.
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* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, and more valid Votes cast on it are FOR than are AGAINST.
  
The oldest pending [[#Proposals|Proposal]] may be '''enacted''' by any Admin (by updating the Ruleset and/or Gamestate to include the specified effects of that Proposal, and then setting that Proposal's status to Enacted) if either of the following is true:
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A Votable Matter is '''Unpopular''' if any of the following are true:
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* The number of Puzzlers who are not voting AGAINST it is less than Quorum.
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* It has been open for voting for at least 48 hours and it is not Popular.
  
* It has a number of FOR Votes that exceed or equal Quorum, has been open for voting for at least 12 hours, and has not been Vetoed or Self
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=== Enacting and Failing ===
*Killed.
 
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, more valid Votes cast on it are FOR than are AGAINST, and it has not been Vetoed or Self
 
*Killed.
 
  
The oldest pending Proposal may be '''failed''' by any Admin, if any of the following are true:
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Votable matters have a status, which can either be Pending, Enacted, Failed, or Illegal. When a votable matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.
  
* It has been Vetoed or Self
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A votable matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When an admin resolves a votable matter they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.
*Killed.
 
* The number of Managers who are not voting AGAINST it is less than Quorum.
 
* It has been open for voting for at least 48 hours and cannot be Enacted.
 
  
If a proposal somehow ends up being pending for more than 7 days, it is ignored for the purpose of calculating the oldest pending proposal, and can be failed by any Admin.
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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.
  
== Calls for Judgement ==
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This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.
If two or more Managers actively disagree as to the interpretation of the Ruleset, or if a Manager feels that an aspect of the game needs urgent attention, then any Manager may raise a '''Call for Judgement''' (abbreviated CfJ) by posting an entry in the “Call for Judgement” category.
 
  
A Pending CFJ may be Resolved by an Admin if it has a Quorum of FOR Votes, a Quorum of AGAINST Votes, or if it has been open for voting for more than 48 hours. When a CFJ is Resolved, it is to be Enacted if it has more FOR Votes than AGAINST Votes and Failed otherwise. When a CFJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct the GNDT and other gamestate tracking entities, as specified in the CFJ.
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===Tags===
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Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).
  
Any CfJ that specifies neither changes to the Gamestate or Ruleset nor corrections to any gamestate tracking entities may be failed by any Admin.
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Votable Matters making changes to the Core Rules, the Building Blocks Rules or the Appendix Rules require any of the following to be true for each such change in order to make that specific modification to the ruleset:
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* The Votable Matter has the appropriate Tag or Tags for that change: [Core] for Core Rules changes, [Building Blocks] for Building Blocks Rules changes and [Appendix] for Appendix Rules changes.
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* The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.
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* The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.
  
This Rule may not be overruled by Dynastic Rules.
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== Proposals ==
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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).
  
== Victory and Ascension ==
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=== Special Proposal Voting ===
If a Manager (other than the Commissioner) believes that they have achieved victory in the current Dynasty, they may make a post to the Blognomic weblog in the '''Declaration of Victory''' category, detailing this.
 
  
Upon doing so, the game immediately goes into '''Hiatus''', if it hasn’t already. During this time, the only game actions that may be taken are those covered by Rules “Managers”, “Votable Matters”, “Calls for Judgement”, “Gamestate Tracking” and “Victory and Ascension”.
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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.
  
Every Manager may cast Votes on that DoV to indicate agreement or disagreement with the proposition that the poster has achieved victory in the current Dynasty.
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=== Resolution of Proposals ===
  
A Pending DoV may be enacted if any of the following is true:
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The oldest Pending [[#Proposals|Proposal]] may be '''Enacted''' by any Admin if all of the following are true:
  
* It has been open for voting for at least 12 hours, has a number of FOR Votes that exceed or equal Quorum, and either the Commissioner has Voted FOR it or it has no AGAINST Votes.
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* It is Popular.
* It has been open for voting for at least 24 hours, has a number of FOR Votes that exceed or equal Quorum, and has a number of AGAINST Votes lesser than half of Quorum, rounded down.
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* It has been open for voting for at least 12 hours.
* It has been open for voting for at least 48 hours, has a number of Votes that exceed or equal Quorum, and more than half of its valid Votes are FOR.
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* It has not been Vetoed or Withdrawn.
  
A DoV may be failed if any of the following are true:
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The oldest Pending Proposal may be '''Failed''' by any Admin, if any of the following are true:
  
* It has been open for voting for at least 12 hours, and the number of Managers who are not voting AGAINST it is less than Quorum.
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* It is Unpopular.
* It has been open for voting for at least 48 hours and cannot be Enacted.
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* It has been Vetoed or Withdrawn.
  
When a DoV fails and there are no pending DoVs, Hiatus ends.
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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.
  
When a DoV is enacted, all other active DoVs are failed, and a new Dynasty begins with the Manager who made the DoV as its Commissioner. That Manager may pass this role to another Manager at this point by making a post to that effect, if they wish. The Hiatus continues until the new Commissioner makes an '''Ascension Address''' by posting an entry in the “Ascension Address” category
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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.
* this should specify the Commissioner's chosen theme for the new Dynasty, and may optionally specify that the terms Manager and Commissioner will be replaced with theme
 
*specific terms throughout the entire ruleset, and/or a number of dynastic rules to keep. Upon posting such an Ascension Address, the Ruleset is updated to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.
 
  
A DoV may not be started in the period between an enacted DoV and that DoV’s Ascension Address. When a DoV is failed, if it had at least one AGAINST vote, the Manager 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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== Calls for Judgement ==
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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.
  
This rule cannot be overruled by Dynastic Rules as it relates to Declarations of Victory, but can be overruled in other matters.
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A Pending CfJ may be Enacted by any Admin if all of the following are true:
  
== Fair Play ==
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* It is Popular.
The following are BlogNomic’s rules of '''fair play'''. If any of these rules are found to have been broken, or if a Manager'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.
 
  
* A single person should not control more than one non
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A Pending CfJ may be Failed by any Admin if any of the following are true:
*Idle Manager within BlogNomic, and should announce publicly if they control both a non
 
*Idle Manager and any Idle Managers.
 
* A Manager 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 Manager should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).
 
* A Manager should not edit their own blog comments once posted, nor those of any other Manager.
 
* A Manager should not edit the "Entry Date" field of a blog post.
 
* A Manager should not make a DoV primarily to delay the game by putting it into Hiatus.
 
* A Manager should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an ascension address).
 
  
==Seasonal Downtime==
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* It is Unpopular.
Blognomic goes into hiatus every year on December 24th, and remains in hiatus until December 27th. During this time no game actions may be taken except those described in the rules entitled “Votable Matters,” “Gamestate Tracking” and “Call for Judgement”.
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* It specifies neither changes to the Gamestate or Ruleset nor corrections to any gamestate-tracking entities.
  
==Atomic Actions==
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When a CfJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the CfJ.
  
When a Manager performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other action defined in the Ruleset until all such steps are complete. In addition, the Manager performing an Atomic Action should perform its steps as quickly as they are able.
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This Rule may not be overruled by Dynastic Rules.
  
If an hour has passed since a Manager began an Atomic Action, but they have not completed it, all its steps are considered illegal and may be reverted by any Manager, and the Atomic Action is not considered to have been performed.
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== Victory and Ascension ==
  
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.
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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.
</div>
 
  
= Dynastic Rules =
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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.
  
==Bankroll==
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A Pending DoV may be Enacted by any Admin if any of the following are true:
  
Each Manager has a Starting Cash value, tracked in the GNDT as “Start”, defaulting to 0, and a Cash value, tracked in the GNDT as “Cash”, defaulting to 0. If a Manager’s Starting Cash value is 0 and their Cash value is 0, they may set both to the same integer of their choice that is between 500,000 and 10,000,000.
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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.
Cash may be positive, negative, or zero. If a Manager’s cash is ever below zero, they must pay interest by deducting a value equal to that Manager’s cash *
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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.
*0.1 rounded up from their cash every day.  If a Manager has cash below zero, and 48 hours has passed since they last paid interest in this manner, or since their cash first became negative if they have never paid interest, they lose all Bloggers, tools, and PEDs that they have.  Managers with cash less than zero may not spend cash for any reason other than paying interest.
 
  
==Recruitment==
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A Pending DoV may be Failed by any Admin if any of the following are true:
  
Each Manager may employ up to three Bloggers (what we call Bloggsball players, to disambiguate them from Blognomic players). Information about Bloggers, including which Manager employs them, is tracked on the wiki page [[Blogger Roster]]. A Full Team is a Manager employing three Bloggers.
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* It is Unpopular, and it has been open for at least 12 hours.
 +
* It is more than 48 hours old and cannot be Enacted
  
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If a DoV is Failed and it had at least one AGAINST vote, the Puzzler who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was Failed.
  
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When a DoV is Enacted, all other pending DoVs are Failed, the 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.
  
At any time, the Commissioner may create a new unemployed Blogger, determining their Name, Favorite Fruit, Country, and Bio.Their Level is determined by the sum of 3 DICE6 rolled in the GNDT. Each stat is determined by 2 DICE4, +2 rolled in the GNDT (each stat receives its own roll) The Blogging Average is determined by (DICE100
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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:
* 1) * 0.01.    The Commissioner may then create an Auction with that Blogger’s information; this Auction has no Payee and a duration of 48 hours.
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* New dynasty-specific terms as outline in the rule “Synonyms”
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* 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”
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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.
  
As a daily atomic action, a manager may intentionally cause personnel problems with a blogger they employ, by stating they are doing so and Rolling DICE10 in the GNT.
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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:
* On a 6 or better: The blogger leaves in a huff. The manager must put up a story post (the auction) auctioning off that blogger. The post must indicate clearly which blogger is being auctioned.
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* Update the Ruleset to reflect any changed terms as outlined in the most recent Ascension Address.
* On a 5 or less: The manager must pay (blogger level
+
* Repeal any dynastic rules which were not listed to be kept in the most recent Ascension Address.
*10) *1000$, with a minimum of 0, to the blogger, because the team owner thinks they need to keep him.
+
* 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>
  
==The Underdog==
 
Each Manager whose Starting Cash is the lowest amongst all Managers (or tied for the lowest) is considered to be an Underdog.
 
Quorum is considered to be 1 less than usual for the purpose of Enacting a Proposal made by an Underdog.
 
A person may not be the underdog unless their starting cash is a non
 
*zero positive integer.
 
  
==Bloggers==
+
Once this Atomic Action has been completed the Interregnum ends and the new dynasty begins.
  
Bloggers have stats. These stats can take an integer value between 1 (inclusive) and 10 (inclusive), and default to 5. The stats are: Brains, Brawn and Balls.
+
== 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.
  
Each Blogger can have one Tool. Managers can carry an unlimited amount of Tools and may move Tools between themselves and their Bloggers freely (except during a match), by updating the values in the Wiki and/or GNDT which reflect such. The GNDT tracks what Tools each Manager holds. Tools may have special effects. The Tools a Blogger may equip, and their special effects, are the following:
+
* 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.
  
* Stick: The standard, run
+
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.
*of
 
*the
 
*mill Blogger tool to hit stuff. The Blogger can perform as if they had 1 extra Level while this item is equipped.
 
* Towel: A popular whipping tool that requires dexterity and finesse to employ. The Blogger can perform as if they had 1 extra Brains while this item is equipped.
 
* Fresh Trout: A risky, but sometimes effective tool which is traditional from the coastal areas to the north. The Blogger can perform as if they had 1 extra Balls while this item is equipped.
 
* Bigger Stick: A heavier, more hard
 
*hitting stick. The Blogger can perform as if they had 1 extra Brawn while this item is equipped.
 
* La Cross Stick: A Blogger using this confuses any opposing Bloggers who don’t have a La Cross stick, making them perform as if they had X extra levels, where X is 3
 
* the number of La Cross Sticks the opposing team has, when equipped.
 
* Hockey Stick: A Blogger with this stick is more likely to get into fights with other Bloggers and ‘accidentally’ hurting people with it’s sharp edge. A Blogger equipped with this has +2 Balls and +1 Brawn but
 
*3 Brains.
 
* Rubik’s Cube: A Blogger with this puzzle on the field becomes more analytic but not very strong. A blogger equipped with this has +2 Brains and +1 Balls but
 
*3 Brawn.
 
* Dumbbells: A Blogger multitasking their weightlifting schedule becomes stronger on the field but not very Ballsy and has +2 Brawn +1 Brains but
 
*3 Balls.
 
* Bat: While the Animal Protection services are still looking into the legality of using bats as a device for hitting balls and other Bloggers, the game goes on. If a Blogger’s team won the game last match and they had the Bat equipped during it, they steal one level from a random Blogger on the team that lost.
 
* Training Equipment: These cumbersome weighted gear and stick helps the Blogger train. For each game played with Training Equipment on the Blogger gains half a level. While equipped the Blogger plays with a level of 5.
 
* Counterfeit Ball & Stick: While this is an illegal play, it certainly will win games if you’re not caught. A Blogger with a counterfeit ball plays with 10 extra levels. After a game there is 45% chance that the Umpire saw the cheating, if that happens the following happens: the team automatically loses (this can result in a double loss if two teams are found out), the Blogger is disqualified from Blogsball and removed from the Blogger Roster page and the Manager of that Blogger is fined $100,000.
 
* Golf Clubs & Caddy: In the rules the Caddy is not allowed to influence the ball, he can only help switch to the appropriate club. A Blogger equipped with Golf Clubs & Caddy is slowed down a lot to switch to the appropriate club, but when they do hit it’s much more skilled than other sticks, they have one less level but get +1 to each stat.
 
* Tree Trunk: This massive stick can only be wielded by giants with 9 or more Brawn. When equipped the Blogger has +5 Brawn.
 
* <i>Principia de Mathematica</i>: Learning the fundamentals of calculus straight from Newton needs Brains 9 or higher to utilize while playing a Bloggsball match. When equipped the Blogger has +5 Brains.
 
* 3 Flaming Chainsaws: It takes a lot of Balls (and dexterity) to juggle 3 Flaming Chainsaws during a match, 9 or more to be precise. When equipped the Blogger has +5 Balls.
 
* Demonic Pentagram: A Blogger with a pentagram gains unholy power. A Blogger with this equipped has +X levels where X is 4
 
* the number of Bloggers on the opposing team with a Holy Cross equipped. A Blogger that has had a Demonic Pentagram equipped cannot ever equip a Holy Cross. The blood ritual that allows the Demonic Pentagram to be unequipped costs the Blogger 1 level. Every two Bloggsball games a Blogger with this equipped must do a sacrifice which results in their level being reduced by 0.5.
 
* Holy Cross: A Blogger with a holy cross gains divine luck and power during a game. If a roll that pertains to a Blogger equipped with a Holy Cross happens, the Manager rolls twice and gets to choose which one happens, if it is a private roll (such as a roll the Commissioner would normally do) instead the most optimal result is chosen from two rolls; for example if a roll for checking PEDs happens on a Blogger with the Holy Cross the result that involves not being found out is chosen if available.
 
* Garlic: This powerful charm will give a Blogger +0.5 level and +0.5 Brains and if that Blogger is chosen for the effects of Bat, they instead steal a level from the player.
 
* Self
 
*help Book: This book has the potential to change people’s lives for the better. Bloggers who have it equipped perform as if they have 4 extra levels but 0 for any of their stats.
 
* How To Book: This book improves a Blogger’s skills. A Blogger with this equipped does not have their level added for the purposes of calculating whether a game is won. A Blogger with this equipped performs as if their level was added to each of their stats.
 
* Team Logo: This unweildy plastic cutout allows a Blogger to perform with +0.5 to their Level, +2 to their image stat and
 
*0.5 to their non
 
*image stats.
 
  
A manager who has not done so this dynasty may aquire the following tools:
+
</div>
  
*One Stick
+
= Dynastic Rules =
*One randomly determined (by the GNDT) Towel, Fresh Trout, or Bigger Stick. 
 
*One of the tools not mentioned in the previous two bullets, randomly determined (by the GNDT).
 
*One more tool, determined by rolling DICE6 in the GNDT: 1
 
*3 gives a stick, 4 a towel, 5 a fresh trout, and 6 a bigger stick.
 
  
Each Blogger has a “Blogging Average” tracked on the Blogger Roster, which is a measure of their accuracy at hitting things with a tool. Blogging Averages are two digit decimal numbers which range from 0.00 to 0.99. After playing a game in which they use a Stick and are not drugged, a Blogger adds half of their Blogging Average rounded to two decimal places to their Level.
+
== The Game Board ==
  
==Conferences==
+
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, Bomb, Snowflake, Lightning Bolt, or Empty and defaults to Empty. Cells whose Content is Empty are considered to be Empty.
  
Each Manager has a Conference, tracked in the GNDT as a cardinal direction.
+
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.
If they have not done so this dynasty, a Manager may change their Conference.
 
As a weekly action, the Commissioner may change the Conference of up to two managers.
 
  
==Performance Enhancing Drugs (PED)==
+
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.
  
Each Manager has the number of PEDs they own tracked in the GNDT as a non
+
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.
*negative integer. A Manager can buy any number of PEDs out of the Back Alley once a day as an atomic action by following these steps:
 
  
1. The manager rolls 1 DICE10 in the GNDT and multiplies the result by 100. This is the price for 1 PED.  
+
If any cell of the game board is Empty, the game board is considered to be Out Of Date.
  
2. Purchase X PEDs by spending the previously calculated price in Cash per PED they wish to buy.
+
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.
  
Once per week, at any time during a secretly random day determined by the Commissioner, the Cops do an Investigation. When this happens, the Commissioner must do a story post related to the Cop’s Investigation and roll 1d2 until a 1 appears. For each 2 that appears during that process, the Manager with the most PEDs loses all of their PEDs (if there is a tie, all tied Managers lose their PEDs).
+
Filling a Cell consists of performing the following atomic action:
  
Managers can freely remove PEDs from their inventory at any time.
+
* 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, randomly the Cell’s content to be either Star, Bomb, Lighting Bolt or Snowflake.
  
 +
These dice rolls may be made in advance when trying to filling multiple empty at the same time, using the first roll to fill the first slot that needs to be filled. (So, for example, if Row 1 Col 1, Row 2 Col 1, and Row 3 Col 1 are all empty, three FRUIT rolls may be made at the same time, using the result of the first roll to fill Row 3 Col 1, the second to fill Row 2 Col 1 and the third to fill Row 1 Col 1)
  
A Manager may drug a Blogger they employ if they have more than zero PEDs and doing the following atomic actions:
+
Each Cell is exactly one of the following, which is tracked with the colour of the Cell’s background on the game board:
1. Subtract a number between 1 and the number of PEDs they currently have.
+
* A Plain Cell (white). Any Cell that isn’t any of the other possibilities in this list is a Plain Cell.
2. Track on the Blogger’s bio the number of PEDs subtraced in a variable titled “Roids”
+
* A Bonus Cell (gold), see “Turns” for more information
 +
* A Frozen Cell (light blue). If a Turn Action would change a Frozen Cell’s Content, or if it would “move” the Cell’s Content to another Cell, the action is instead considered illegal.
 +
* A Trap Cell (red), see “Turns” for more information
  
When a drugged Blogger plays a game they play with X extra levels, where X is log base 2 of that Blogger’s Roids rounded up.
+
=== Collecting Cells ===
  
If a blogger was drugged during a game, after that game they lose that status and their Roids are set to 0.
+
Collecting a Cell is an atomic action with the following steps that can be performed by a Puzzler, but only as elsewhere allowed by the ruleset:
  
==Gameplay==
+
* If the cell is a Bonus cell and its contents are Lemon, Orange, Kiwi, Grape, Cherry or Star, increase the Puzzler’s corresponding stat for the content of that cell by 1
 +
* If the cell is a Trap cell and its contents are Lemon, Orange, Kiwi, Grape, Cherry or Star, decrease the Puzzler’s corresponding stat for the content of that cell by 3 (to a minimum of 0)
 +
* Set the contents of the cell to be empty
 +
* Make the cell a plain cell
  
As a daily action, the Commissioner may oversee a Bloggsball game between two Full Teams of the Commissioner’s choice, henceforth referred to as teams A and B.
+
== Turns ==
  
As an action that may be taken at most once every two weeks, a manager may oversee a Bloggsball game between their team and a team of their choice, henceforth referred to as teams A and B, if both teams are full.
+
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
  
As an action (may be taken as often as one likes), a manager (whose Full Team is henceforth referred to as team A) may challenge (in a public posting to the Blog) a Full Team of their choice, henceforth referred to as team B. If the manager of team B accepts the challenge (in a comment on the first post), the manager of team B SHALL oversee a Bloggsball game between teams A and B. No two players may play more than five games with each other under this provision per week. No individual team may play more games than the number of Managers in any given week.
+
If a Puzzler goes Idle, their name is removed from Turn Order
  
This Overseeing is an atomic action consisting of the following steps:
+
If the Turn Order list is Empty, any Puzzler may generate a new Turn Order as an atomic action by randomly arranging the names in the Turn Completed, setting the Turn Order to a list of those randomly arranged names, and setting the Turn Completed to an empty list (Puzzlers may use a private method of their choosing rather than the Dice Roller for this step).
  
* Calculating the Power of each team. Let the power of team A be represented by X and the power of team B be represented by Y. Team A cannot be the same team as team B and vice versa.
+
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.
* Choosing an odd number of rounds for the game between 5 and 25. Traditionally, this is 13.
 
* Rolling a DICE(X+Y), once for each round. The commissioner does not need to roll this in the GNDT. For a given die, if it is less than or equal to X, team A scores a point. Otherwise, team B scores a point. The team that scores more points during the game wins the game.
 
* Making a post containing the results of the game.
 
  
The number of games a manager’s team has played is tracked in the GNDT.
+
Puzzlers may perform the Rotation action multiple times per turn, provided they spend the requisite number of Coins each time.
  
A Manager whose team has played three more games than any other manager may not have their team play in a blogsball game.
+
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
 +
* Optionally select the cells of another Match that includes at least one currently selected cell. This step may be repeated any number of times.
 +
* Collect all selected cells, collecting cells with the lowest column first and then for those with the same column the highest row first.
 +
* Add 1 to that Puzzler’s Matches
 +
* Increase that Puzzler’s Multi Match Bonus by (X-5) * (X-4) / 2, where X is the total number of different cells that were selected during this specific instance of the atomic action
  
==Team Power==
+
Turn Completed is a publicly tracked list of the names of Puzzlers, defaulting to a list containing the names of all Puzzlers whose name is not in the Turn Order. At any time during a Puzzler’s Turn, as an atomic action they may remove their name from the start of the Turn Order and add it to the end of the Turn Completed, at which point it is no longer that Puzzler’s Turn. At any time, a Puzzler whose name is not in either the Turn Order or Turn Completed may add their name to the end of the Turn Completed. If it is a Puzzler’s Turn, that Puzzler’s name may be removed from the Turn Order by any other Puzzler if it has been at least 6 hours since the Game Board was last modified and that Puzzler has performed at least one Turn Action since the Turn Order was last modified. However, if the Turn Order becomes empty as a result of this action or within 6 hours after this action was last performed, the Turn Order may not be modified again until at least 6 hours after this action was last performed.
A team's power against another team is calculated like this:
 
Sum the level of the team's bloggers.
 
If you have a blogger with the highest brains (including ties), add their brains stat. If you have two, only add the stat once.
 
If you have a blogger with the highest (including ties) brawn, add their brawn stat. If you have two, only add the stat once.
 
If you have a blogger with the highest balls (including ties), add their balls stat. If you have two, only add the stat once.
 
  
==Revenue==
+
=== Turn Actions ===
  
When a bloggsball match is played, each manager with players in the match receives Cash.
+
Turn Actions are atomic actions and have a cost, (which consist of a 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.
* a base of 100,000 for playing a match.
 
* an additional 100,000 * ( X
 
*10), where X is the level of the highest level player in the game, to a minimum of 0.
 
* a bonus of an additional 100,000 for the manager of the team that won the match.
 
  
==Managers==
+
Turn Actions may not be performed if the Game Board is considered Out of Date.
  
Managers have an Image to uphold for their team and themselves. This Image can be Brains, Brawn, Balls or none, and it defaults to none. Image is tracked in the GNDT. A Blogger’s dominant stat is their highest stat; on ties, Brains has the highest precedence, followed by Balls, then Brawn.
+
The following are Turn Actions:
Whenever a Manager acquires a Blogger, their Image changes to be that Blogger’s dominant stat immediately after the acquisition. Whenever a Manager acquires a Blogger whose dominant stat isn’t that of their Image, that Blogger loses one Level. Whenever a Manager acquires a Blogger whose dominant stat is that of their Image, that Blogger gains one Level.
+
* Rotation (Cost: 1 Coin)
 +
** 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.
 +
* Seed (Cost: Free, if this turn action has not yet been performed this turn. Otherwise 1 coin)
 +
** Randomly select a cell by rolling a DICE10 DICE10 and using the first value for the row and second value for the column. If the cell is not already a bonus cell, it becomes a bonus cell.
 +
: When performing this turn action, the Puzzler performing it may spend one or more stars to repeat the above process of randomly selecting a cell and turning it into a bonus cell an additional three times per star spent
 +
* Morph (0 coins, and exactly 2 of one of the following: Lemons, Oranges, Kiwis, Grapes, Cherries or Stars)
 +
** Choose a cell. Replace the contents of that cell with matching resource spent to perform this action (i.e. if Lemons were spent, replace the content of that cell with a Lemon)
 +
* Market (Cost: 1 Lemon, 1 Orange, 1 Kiwi, 1 Grape, and 1 Cherry)
 +
** Gain 2 Coins
 +
* Activate (Cost: 1 Coin)
 +
** Select a cell whose contents are Bomb, Snowflake or Lightning Bolt
 +
** If its contents are Bomb, collect that cell and all cells adjacent to it
 +
** If its contents are Snowflake, collect that cell, then set it and all plain cells that are adjacent to it, including cells whose Rows and Columns both differ from the selected cell by 1, be a Frozen Cells
 +
** If its contents are Lightning Bolt, collect that cell and then set it to be a Trap Cell
 +
* Thaw (Cost: Exactly 1 of one of the following: Lemons, Oranges, Kiwis, Grapes, or Cherries)
 +
** Choose a Frozen Cell whose Content is the same as the resource spent for this action and make it a Plain Cell
 +
* Fruit Juicer (Cost: 3 Coins and exactly 1 of one of the following: Lemons, Oranges, Kiwis, Grapes, or Cherries)
 +
** Select any 5 Plain Cells, without selecting any Cell more than once, whose Content is the same as the resource spent for this action. Collect the selected Cells and add 1 to your Matches.
 +
* Wager (Cost: 1 Coin)
 +
** Set your Bet to a valid non-empty value.
 +
* Collect Winnings (Cost: Free if you have not yet performed any Turn Action or Collect Match on this Turn, otherwise you cannot perform this Turn Action)
 +
** If your Bet is not empty and the Cell at the Row and Column mentioned in your Bet has a Content that matches the one in your Bet, add 1 to your Coins.
 +
** Set your Bet to empty.
  
Managers can take on the field themselves instead of a Blogger they’re employing for a match, if they make a comment in the GNDT stating such before that match (between 24 hours and 1 hour before the match). Managers play with a level equal to 10, stats equal to 5, and a bonus of +6 to their image stat (or +2 to all stats if their image is “none”). For that match, the manager can use a single Tool that they own that isn’t being held by another Blogger. During that Match, the Manager is also a Blogger.
+
== Coins ==
  
==Levels and Stats==
+
Each Puzzler has a publicly tracked number of Coins, defaulting to 3.
  
Levels and Stats are decimal numbers.
+
== Matches ==
  
==The Time Machine==
+
Each Puzzler has a publicly tracked number of Matches, defaulting to 0. Each Puzzler also has a publicly tracked numerical Multi Match Bonus, which also defaults to 0.
  
As a weekly action, any Manager can spend $1,000,000 to Use The Time Machine to cause one Time Effect. The Time Effects are the following:
+
Each Puzzler has a publicly tracked number (defaulting to 0) of each of the following: Lemons, Oranges, Kiwis, Grapes, Cherries, Stars.
*Increasing or reducing the Starting Cash of any Manager by 1DICE10 times $100
 
*Increasing or reducing the amount of Games Played of any Manager by 1DICE3 minus 1. If the amount of Games Played would take a negative value due to this effect, it’s set to 0 instead.
 
*Rolling a 1DICE2. If the result is 1: resetting a Blogger’s level and stats to the amount that it originally had at creation. If its 2, nothing happens.
 
  
==Training==
+
A Group is a set of 5 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.
  
As an action (without limitation of time), any manager may spend $100,000 to train a player. Training is an Atomic Action consisting of
+
== Betting ==
  
# Declaring a primary and secondary stat (including a player’s level)
+
Each Puzzler has a publicly tracked Bet, which may be one of the following:
# Rolling 1 DICE6 in the GNDT.
+
* Empty
#
+
* One of Lemon, Orange, Kiwi, Grape, or Cherry, followed by the row and column of a Cell in the format “Row-Column”.
#* If the result is 1, decreasing both the primary and secondary stats by 1.
 
#* If the result is 2 or 3, doing nothing.
 
#* If the result is 4, increasing the primary stat by 1.
 
#* If the result is 5, increasing both the primary and secondary stats by 1.
 
#* If the result is 6, increasing the primary stat by 2 and the secondary stat by 1.
 
  
==Trading==
+
<!-- DYNASTIC RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --><br />
 +
<div style="padding:8px;background:#bbb;">
  
Managers may not have negative cash or take any action that would cause them to have negative cash. As an action (without limitation of time), a manager may trade a bloggsball player (from their team) with a bloggsball player (from another team), with the approval of the other manager. The managers may also pay each other money in this transaction. A payment consists of decreasing the cash of one manager by a certain amount, then increasing the cash of the receiving manager by an equal amount.
+
= 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.
  
At any time, a Manager can create an Auction for a Blogger they employ with a Duration of their choice. That Blogger then does not count as employed by the auctioning Manager for the purposes of all rules. The Payee of the Auction is the Manager who created it.
+
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.
  
Any comment on an Auction that contains the string “I bid $X” or “I bid £X” is a valid bid of value X if X is an unambiguous positive integer and the commenting Manager employs fewer than three Bloggers. After the Auction has been posted for more than 48 hours, the Manager (of the team on which the player currently plays) may close the auction by noting this in a comment. When the auction is closed, the Manager who had the valid bid with the highest value X spends X from their Cash to employ that Blogger, breaking ties toward the first bidder. The amount X spent is added to the cash of the Manager (of the team on which the player currently plays).
+
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.
  
As an action (without limitation of time), a manager may offer any other manager a sum of money for another player. If the other manager accepts, the player is moved to the team of the first manager and the sum of money is paid by the first manager to the second manager.
+
==Low-Player Mode==
 +
The Core Rule Dormancy is flavour text.
  
==Auctions==
+
==Everyone’s Playing==
 +
For the purposes of all dynastic and Building Blocks rules, the Puzzle Master is a Puzzler.
  
An Auction is a post auctioning off the employment of a Blogger. To create an Auction, a Manager, henceforth referred to as the Auctioneer, creates a story post containing the identity of the Blogger being auctioned and the Duration of the auction. Managers may not create Auctions except where specified elsewhere in the Ruleset.
+
==Reinitialisation==
  
Any comment on an Auction that contains the string “I bid $X” or “I bid £X” is a valid bid of value X if X is an unambiguous positive integer. Any of the following conditions being met makes a bid invalid:
+
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.
  
* The bidding Manager already employing three Bloggers.
+
</div>
* The bidding Manager having less Cash than the value of the bid.
 
* The bidding Manager becoming idle or otherwise not a Manager.
 
* A previous bid on this post was made for a higher amount.
 
* The bid is a value of $0
 
 
 
After the Auction has been posted for longer than the Auction’s Duration, the Auctioneer may close the auction by noting this in a comment. When the auction is closed, the Manager who had the valid bid with the highest value X that is at least 10% greater than the next highest valid bid on that post (or is the only valid bid on that post) spends X from their Cash to employ that Blogger, and if the Auction designates a Payee, the Payee gains X to their Cash. If there are no valid bids on this Auction when it is closed, no Manager employs that player and the player is not tracked on Blogger Roster.
 
 
 
 
 
==Glossary==
 
 
 
* Any action that “spends” X or “buys [something] for X” deducts X from acting Manager’s Cash.
 
* The words match and game shall be considered synonymous throughout the ruleset.
 
 
 
==Combos==
 
Anytime that an organ wants to do 5 or more actions within an hour they may choose in leui of doing all of those actions separately, which potentially causes confusion as to what is happening, to make a “Combo” blog post that cannot be edited after posting. The gamestate may be changed to reflect the results of the Combo once all of the actions are completed.
 
 
 
A Combo post is a numbered list of the actions taken, the first action is #1 each subsequent number of actions is increased by one. Each action and the portion of the gamestate changed from that action are kept on their own line. An Atomic action has lettering of it’s steps, refer to the example and note the curly braces vs the parenthesis.
 
 
 
    Example Combo
 
    1 [action one] ([gamestate before action]
 
*> [gamestate after action])
 
    2 [action two] ([gamestate before action]
 
*> [gamestate after action])
 
    3 [atomic action] {[gamestate before atomic action]}
 
    3a [first atomic substep] ([gamestate before substep]
 
*> [gamestate after substep])
 
    3b [second atomic substep] ([gamestate before substep]
 
*> [gamestate after substep]) {[gamestate after atomic action]}
 
    4 [action four] ([gamestate before action]
 
*> [gamestate after action])
 
    etcetera . . .
 
 
 
If any actions require a die roll or other random event that is visible to the public, Managers must make those rolls before posting the combo with a note stating which step the roll is for and what action they are taking and the title of their Combo. Managers may not make multiple rolls in the GNDT for the same step. Managers cannot have two or more rolls in the GNDT with Combo titles that are different unless all but one of the Combo titles have been posted and include that roll.
 
 
 
Each action of a Combo happens in their own second, substeps of an Atomic Action happen all at the same second as the parent step. The first action happens at the time the Combo is posted.
 
 
 
==Tools==
 
As a weekly action a Manager can pay 20% rounded down of their cash to a minimum of $100,000 to add a Stick to their list of tools.
 
 
 
A Manager may pay $(X * 100,000) to upgrade a tool not currently equipped to a Blogger. They replace the tool they are upgrading with the upgraded tool. X is the number of upgrades the tool that mManager is upgrading to it takes to get from a Stick. For example Rubik’s Cube is 2 upgrades away from Stick, so to upgrade a Towel to a Rubik’s Cube it would cost $200,000. A tool that is being upgraded can only upgrade to a tool that is on a cell directly to it’s right on the Tool Table. For example to upgrade a Golf Clubs & Caddy, it can upgrade to a Bat, Garlic or La Cross Stick.
 
 
 
 
 
    {| class="wikitable"
 
    |+Tool Table
 
    |
 
*
 
    |Stick
 
    |Team Logo
 
    |
 
*
 
    |Stick
 
    |Fresh Trout
 
    |
 
*
 
    |Stick
 
    |Towel
 
    |
 
*
 
    |Stick
 
    |Bigger Stick
 
    |
 
*
 
    |Team Logo
 
    |Golf Clubs & Caddy
 
    |
 
*
 
    |Golf Clubs & Caddy
 
    |Bat
 
    |
 
*
 
    |Bat
 
    |Demonic Pentagram
 
    |
 
*
 
    |Golf Clubs & Caddy
 
    |Garlic
 
    |
 
*
 
    |Garlic
 
    |Holy Cross
 
    |
 
*
 
    |Golf Clubs & Caddy
 
    |La Cross Stick
 
    |
 
*
 
    |Fresh Trout
 
    |Hockey Stick
 
    |
 
*
 
    |Hockey Stick
 
    |Counterfeit Ball & Stick
 
    |
 
*
 
    |Hockey Stick
 
    |3 FLaming CHainsaws
 
    |
 
*
 
    |Towel
 
    |Rubik's Cube
 
    |
 
*
 
    |Rubik's Cube
 
    |Principia de Mathematica
 
    |
 
*
 
    |Bigger Stick
 
    |Dumbbells
 
    |
 
*
 
    |Dumbbells
 
    |Tree Trunk
 
    |
 
*
 
    |Dumbbells
 
    |Training Equipment
 
    |
 
*
 
    |Training Equipment
 
    |Self
 
*Help Book
 
    |
 
*
 
    |Self
 
*Help Book
 
    |How To Book
 
    |}
 
 
 
 
 
 
 
<!
 
*
 
* RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY.
 
*
 
*><br/>
 
 
<div style="padding:8px;background:#ddd;">
 
<div style="padding:8px;background:#ddd;">
  
Line 468: Line 323:
  
 
==Keywords==
 
==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. (eg. A rule specifying "bananas are blue" cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying "every day is Sunday" will be overruled by the glossary entry below.)
+
A keyword defined by a rule supersedes the normal English usage of the word. A keyword defined in this glossary supersedes that defined by a rule. (e.g. A rule specifying “bananas are blue” cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying “every day is Sunday” will be overruled by the glossary entry below.)
  
;Can
+
===Imperatives===
:"is able to"
+
;Can: “is able to”
 +
;Shall: “is required to”
 +
;Should: “is recommended that”
  
;Comment
+
===Time===
:A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]
+
;Daily Action: If a game action is a Daily Action, each 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.  
  
;Core Proposal
+
===Other===
:A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of admin status from one or more Managers.
+
;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 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.
 +
;<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]
 +
;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 [[#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.
 +
;Table of Contents: The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.
 +
;Uphold: To Uphold an illegal action is to retroactively declare the attempt to take it to have been successful, and to declare that all attempted game actions taken after it were attempted as if the Upheld action had been successful.
 +
;Vote: The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule “Votable Matters”. The word “Vote”, used as a verb, means the act of casting such a Vote.
 +
;Voting Icons: For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.
 +
;Wiki: The BlogNomic Wiki at http://wiki.blognomic.com
  
;Daily Action
+
== Gamestate Tracking ==
:If a game action is a Daily Action, each Manager able to perform it may take that action once each day, but not more than once every ten hours.
 
  
;Daily Communal Action
+
===Official Posts===
:A Daily Communal Action is a Daily Action that can only be performed by one Manager per day.
 
  
;Day
+
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at [http://blognomic.com http://blognomic.com]. Any 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.
:References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.
 
  
;Dice
+
An official post may only be removed as allowed by the Ruleset. An official post may be altered by its author if it is less than 4 hours old and either no 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.
:References to "YDICEX" refer to Y X
 
*sided dice, rolled within the GNDT. To roll dice, post DICEX in the comments field of the GNDT, replacing X with the number of sides on the die you wish to roll.
 
  
;Dynastic Proposal
+
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.
: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)
+
Any post that is or is made illegal as a result of an infraction against any of the prohibitions set out in this rule, except for a votable matter’s illegal resolution that has been overturned, continues to be an Official Post but may no longer have any effect on the ruleset or the gamestate. If it is a Votable Matter then it is Unpopular, regardless of any other performance against criteria set out in the core rules. When it is resolved it may be marked as Illegal by the resolving admin. A post that is illegal in this manner cannot subsequently be made legal by any means, except for the legal enactment of a CFJ. An illegal CFJ cannot cause itself to become legal.
:A Manager’s Effective Vote Comment with respect to a given Votable Matter means that Manager’s Comment to that Votable Matter, if any, that contains that Manager’s Vote on that Votable Matter.
 
  
;Flavour Text
+
===Representations of the Gamestate===
:When posting a blog entry, a Manager 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.
+
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.
  
;Gamestate
+
If a Puzzler feels that a representation of the gamestate (such as a wiki page) does not match the gamestate, they may either:
:Any information which the Ruleset regulates the alteration of.  All GNDT columns that the Dynastic Rules explicitly mention are assumed to be Gamestate, as are all Wiki Pages that the Dynastic Rules explicitly mention except for dynastic histories and discussion pages.
 
  
;IRC Channel
+
* Undo the effects of any alteration that led to it, if that alteration did not follow the rules at the time it was made.
:The Blognomic IRC channel is located at #nomic on the slashnet network (irc.slashnet.org).
+
* 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.
  
;May
+
===Orphan Variables===
:"is permitted to"
 
  
;May not
+
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.
:"is not permitted to"
 
  
;Post
+
A Puzzler may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.
:A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]
 
  
;Private Message
+
=== Random Generators ===
:A message sent via Blognomic’s Private Messages system at blognomic.com.
+
The Dice Roller at https://blognomic.com/dice/roll.php can be used to generate random results.
  
;Quorum
+
* The DICE''N'' command can be used to generate a random number between 1 and N.
:Quorum of a subset of Managers is half the number of Managers in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Managers it is referring to, it is referring to a Quorum of all Managers.
+
* 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.
  
;Resolve/Resolution
+
Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Votable Matter.
:If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting or failing a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words
 
  
;Rule
+
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.
:Each individually numbered section of the ruleset is a rule, including sections that are sub
 
*rules of other rules.
 
  
;Shall
+
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.
:"is required to"
 
  
;Should
+
==Atomic Actions==
:"is recommended that"
 
  
;Sibling Rule
+
An Atomic Action combines otherwise separate game actions into a single action.
:Two rules are “siblings” of each other if they are both direct subrules of the same rule.
 
  
;Slack
+
* 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.
:The BlogNomic Slack is located at blognomic.slack.com. Managers may request an invite to the Slack while logged in by clicking the button in the sidebar.
+
* 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.
  
;Slack Channel
+
==Clarifications==
:A Slack Channel is any channel on the BlogNomic Slack. To reference a Slack Channel, use a hash (#) followed by the name of that channel. (For example, #random.)
 
  
;Story Post
+
===Numbers and Variables===
:A Story Post is an entry in the “Story Post” category.
+
* 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.
  
;Subject
+
===Rules and Votable Matters===
: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.
+
* 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 Matters|Votable Matter]] would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters earn their author a banana when enacted would not earn a banana for its own author, when enacted).
 +
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.
 +
* 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
  
;Subrule
+
===Time===
:A subrule is a type of rule that is nested within another rule. A proposal that specifically affects a rule affects all of its subrules; a proposal that specifically affects a subrule does not affect its parent rule or any other subrule of that rule, unless they are also explicitly cited as being affected by that proposal.
+
* 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).
  
;Vote
+
===Spelling and formatting===
: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.
+
* 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.
  
;Voting Icons
+
===Names===
: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, an IMP http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and an Imperial Seal http://blognomic.com/images/vote/seal.gif shall represent the Imperial Veto.
+
* 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.
  
;Week
+
==Prioritisation==
: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.
+
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:
 +
# The Appendix has precedence over any other Rule;
 +
# If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;
 +
# If a Building Blocks Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Building Blocks Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Building Blocks Rule;
 +
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “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 “Puzzlers may Punch a Spaceman on Friday” and “Puzzlers may not Punch Spacemen on Friday”, then Puzzlers may not Punch Spacemen on Friday).
  
;Weekly Action
+
==Mentors==
:If a game action is a Weekly Action, each Manager able to perform it may take that action once each week, but not more than once every twenty
 
*four hours.
 
  
;Weekly Communal Action
+
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.
:A Weekly Communal action is a Weekly Action that can only be performed by one Manager per week.  
 
  
;Wiki
+
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.
:The BlogNomic Wiki at http://wiki.blognomic.com
 
  
== Gamestate Tracking ==
+
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.
  
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 Manager 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.
+
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.
  
An official post may be altered or removed by its author if it is less than six hours old and either no Manager has commented on it or 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.
+
===Things that a mentor must do===
  
A non
+
A mentor must do the following:
*official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non
 
*official post has been posted for less than fifteen minutes and has no comments, the author may change the categories as they wish. Secondly, if a post by a Manager who has been a Manager for fewer than seven days contains the word “Proposal” in its title, but is not a Proposal, and if it has been posted for less than an hour, then any admin may change it to be in the Proposal category.
 
  
Specific parts of the Gamestate data shall be tracked by the Generic Nomic Data Tracker at [http://blognomic.com/gndt/generic.cgi?nomic=blog http://blognomic.com/gndt/generic.cgi?nomic=blog]. Any Manager may update any Manager's data via the GNDT, whenever the Ruleset permits it.
+
*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.
  
All updates to the GNDT are logged. For gamestate which is tracked in a specific place (such as the GNDT or a wiki page), any alteration of that gamestate as a result of a Manager’s action is (and can only be) applied by editing that data in that place. One GNDT or 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 GNDT merely represents the Gamestate, and is not the same thing. In the event that the Gamestate and the GNDT are different, any Manager may correct the GNDT to comply with the Gamestate.
+
===Things that a mentor should do===
 +
The following sets out suggested best practice for Mentorship relationships:
  
If a Manager feels that the GNDT was altered such that it no longer matches the gamestate (such as by performing an action which was against the Rules (as they were at the time of the alteration), or by any other means), they may simply undo the effects of that alteration. Instead of repeatedly reverting and re
+
*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.
*reverting a disputed GNDT update, Managers are encouraged to raise a Call for Judgement instead.
+
*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 .
Managers shall be assigned a password for the GNDT when they join the Nomic.
+
*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.
  
=== Random Generators ===
+
===Things that a mentor should not do===
The GNDT can be used to generate random results.
+
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 DICE''N'' command can be used to generate a random number between 1 and ''N''.
 
* The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.
 
* The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, Black.
 
* The VEGGIE command will return a random result from the following: Potato, Carrot, Triffid, Pumpkin.
 
 
 
Any changes to the potential outcomes of the GNDT’s random result commands must be made by proposal; and any proposal that seeks to nominate a change to this rule must first identify an active Manager with server
 
*level access to the BlogNomic site who is able to perform the changes, and must also update this rule to reflect the new potential outcomes.
 
 
 
==Clarifications==
 
  
===Numbers and Variables===
+
*The mentor should not sock-puppet, bully, coerce or otherwise manipulate the mentee into performing any game actions.
* If a set of valid values is not specified in their definition, game variables defined to hold numeric values can hold only non
+
*The mentor should not seek to dissuade the mentee from pursuing other alliances.
*negative integers. Any action that would set those values below zero is an illegal action unless explicitly otherwise stated in the ruleset.
+
*A former mentor should not seek to use the fact of a prior Mentorship to influence the former mentee on an ongoing basis.
* 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” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, lost, gained, or transferred, and a rule that allows Managers to transfer a numeric value only allows them to transfer that value from themselves to another Manager (of their choice unless otherwise stated).
 
* A Manager 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 the GNDT and/or similar 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 number or other game variable is selected 'at random' or 'randomly' from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate DICE roll in the GNDT, unless otherwise specified. If a selection is explicitly specified as being “secretly” random, the Manager making this determination may do so using a private method of their choosing, instead of the GNDT.
 
* If a game variable has no defined starting value, then that starting value is the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”).
 
* Invalid values for game variables can never be used, even if the values stored in the GNDT 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)
 
  
===Rules and Proposals===
+
== Synonyms ==
* If a new rule is created by a proposal and its location is not noted in that proposal, that new rule is to be placed in the Dynastic Rules.
 
* If a wiki page becomes gamestate as a result of a proposal enacting, that page shall
 
* unless otherwise specified
 
* be reverted to whatever state it was in at the time of that proposal's submission (and if the page did not exist at that time, it shall be blanked).
 
* Where a [[#Proposals|Proposal]] would amend the effects of Proposal Enactment, this does not apply to its own enactment unless explicitly stated (eg. a proposal proposing that enacted proposals 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 rule would ever have no name, it is instead named “Unnamed Rule”.
 
* The names of rules are not themselves rule text and have no effect other than being rule names.
 
* If the admin enacting a proposal reaches a step which cannot be applied immediately (eg. “two days after this proposal enacts, Manager A gains 1 point”), that step is ignored for the purposes of enactment. Once a proposal has been enacted, it can have no further direct effect on the gamestate.
 
  
===Time===
+
A dynasty may provide extra theming by using alternative terms for words like “Puzzler” and “Puzzle Master”.
* 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 (eg. "04/10/09"), it shall be assumed that the date is in a day/month/year format.
 
  
===Spelling===
+
Each term in this list is synonymous with the term in parentheses
* 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.
 
  
===Names===
+
* Puzzler (Player)
* Within the ruleset, a word only refers to the name of a Manager if it is explicitly stated that it refers to a Manager's name.
+
* Puzzle Master (Emperor)
  
===Prioritisation===
+
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.
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:
 
# The Appendix has precedence over any Rule;
 
# A Dynastic Rule has precedence over a Core Rule, unless that Core Rule explicitly says it can’t be overruled by a Dynastic Rule;
 
# If both contradicting parts are Core Rules, or if both of them are Dynastic Rules, the part with more limited scope applies. (e.g. if the rules “Managers may Kick each other” and “Managers may not kick each other on Tuesdays” exist, and it is Tuesday, Managers may not Kick each other.)
 
# If two parts with the same scope contradict each other, the negative rule applies. (e.g. with “Managers may Punch a Spaceman on Friday” and “Managers may not Punch Spacemen on Friday”, then Managers may not Punch Spacemen on Friday.)
 
  
 
</div>
 
</div>

Latest revision as of 14:34, 20 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, Bomb, Snowflake, Lightning Bolt, 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, randomly the Cell’s content to be either Star, Bomb, Lighting Bolt or Snowflake.

These dice rolls may be made in advance when trying to filling multiple empty at the same time, using the first roll to fill the first slot that needs to be filled. (So, for example, if Row 1 Col 1, Row 2 Col 1, and Row 3 Col 1 are all empty, three FRUIT rolls may be made at the same time, using the result of the first roll to fill Row 3 Col 1, the second to fill Row 2 Col 1 and the third to fill Row 1 Col 1)

Each Cell is exactly one of the following, which is tracked with the colour of the Cell’s background on the game board:

  • A Plain Cell (white). Any Cell that isn’t any of the other possibilities in this list is a Plain Cell.
  • A Bonus Cell (gold), see “Turns” for more information
  • A Frozen Cell (light blue). If a Turn Action would change a Frozen Cell’s Content, or if it would “move” the Cell’s Content to another Cell, the action is instead considered illegal.
  • A Trap Cell (red), see “Turns” for more information

Collecting Cells

Collecting a Cell is an atomic action with the following steps that can be performed by a Puzzler, but only as elsewhere allowed by the ruleset:

  • If the cell is a Bonus cell and its contents are Lemon, Orange, Kiwi, Grape, Cherry or Star, increase the Puzzler’s corresponding stat for the content of that cell by 1
  • If the cell is a Trap cell and its contents are Lemon, Orange, Kiwi, Grape, Cherry or Star, decrease the Puzzler’s corresponding stat for the content of that cell by 3 (to a minimum of 0)
  • Set the contents of the cell to be empty
  • Make the cell a plain cell

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 as an atomic action by randomly arranging the names in the Turn Completed, setting the Turn Order to a list of those randomly arranged names, and setting the Turn Completed to an empty list (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
  • Optionally select the cells of another Match that includes at least one currently selected cell. This step may be repeated any number of times.
  • Collect all selected cells, collecting cells with the lowest column first and then for those with the same column the highest row first.
  • Add 1 to that Puzzler’s Matches
  • Increase that Puzzler’s Multi Match Bonus by (X-5) * (X-4) / 2, where X is the total number of different cells that were selected during this specific instance of the atomic action

Turn Completed is a publicly tracked list of the names of Puzzlers, defaulting to a list containing the names of all Puzzlers whose name is not in the Turn Order. At any time during a Puzzler’s Turn, as an atomic action they may remove their name from the start of the Turn Order and add it to the end of the Turn Completed, at which point it is no longer that Puzzler’s Turn. At any time, a Puzzler whose name is not in either the Turn Order or Turn Completed may add their name to the end of the Turn Completed. If it is a Puzzler’s Turn, that Puzzler’s name may be removed from the Turn Order by any other Puzzler if it has been at least 6 hours since the Game Board was last modified and that Puzzler has performed at least one Turn Action since the Turn Order was last modified. However, if the Turn Order becomes empty as a result of this action or within 6 hours after this action was last performed, the Turn Order may not be modified again until at least 6 hours after this action was last performed.

Turn Actions

Turn Actions are atomic actions and have a cost, (which consist of a 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 Coin)
    • 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.
  • Seed (Cost: Free, if this turn action has not yet been performed this turn. Otherwise 1 coin)
    • Randomly select a cell by rolling a DICE10 DICE10 and using the first value for the row and second value for the column. If the cell is not already a bonus cell, it becomes a bonus cell.
When performing this turn action, the Puzzler performing it may spend one or more stars to repeat the above process of randomly selecting a cell and turning it into a bonus cell an additional three times per star spent
  • Morph (0 coins, and exactly 2 of one of the following: Lemons, Oranges, Kiwis, Grapes, Cherries or Stars)
    • Choose a cell. Replace the contents of that cell with matching resource spent to perform this action (i.e. if Lemons were spent, replace the content of that cell with a Lemon)
  • Market (Cost: 1 Lemon, 1 Orange, 1 Kiwi, 1 Grape, and 1 Cherry)
    • Gain 2 Coins
  • Activate (Cost: 1 Coin)
    • Select a cell whose contents are Bomb, Snowflake or Lightning Bolt
    • If its contents are Bomb, collect that cell and all cells adjacent to it
    • If its contents are Snowflake, collect that cell, then set it and all plain cells that are adjacent to it, including cells whose Rows and Columns both differ from the selected cell by 1, be a Frozen Cells
    • If its contents are Lightning Bolt, collect that cell and then set it to be a Trap Cell
  • Thaw (Cost: Exactly 1 of one of the following: Lemons, Oranges, Kiwis, Grapes, or Cherries)
    • Choose a Frozen Cell whose Content is the same as the resource spent for this action and make it a Plain Cell
  • Fruit Juicer (Cost: 3 Coins and exactly 1 of one of the following: Lemons, Oranges, Kiwis, Grapes, or Cherries)
    • Select any 5 Plain Cells, without selecting any Cell more than once, whose Content is the same as the resource spent for this action. Collect the selected Cells and add 1 to your Matches.
  • Wager (Cost: 1 Coin)
    • Set your Bet to a valid non-empty value.
  • Collect Winnings (Cost: Free if you have not yet performed any Turn Action or Collect Match on this Turn, otherwise you cannot perform this Turn Action)
    • If your Bet is not empty and the Cell at the Row and Column mentioned in your Bet has a Content that matches the one in your Bet, add 1 to your Coins.
    • Set your Bet to empty.

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 also has a publicly tracked numerical Multi Match Bonus, which also defaults 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 5 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.

Betting

Each Puzzler has a publicly tracked Bet, which may be one of the following:

  • Empty
  • One of Lemon, Orange, Kiwi, Grape, or Cherry, followed by the row and column of a Cell in the format “Row-Column”.


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.