Difference between revisions of "Ruleset"

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== Ruleset and Gamestate ==
 
== Ruleset and Gamestate ==
This is the '''Ruleset''' for BlogNomic; all Failed Experiments shall obey it. Section One consists of the “core rules” of BlogNomic, covering basic proposal mechanics; Section Two contains the rules of the current dynasty; Section Three contains rules which apply in special cases; and Section Four contains the appendix, which exists solely to clarify the remainder of the ruleset.
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This is the '''Ruleset''' for BlogNomic; all Genetic Engineers 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.
  
Failed Experiments may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Proposals at any time, including replacing Spivak and gender-specific pronouns with the singular “they”.
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The Ruleset and Gamestate can only be altered in manners specified by the Ruleset. This document is considered to be, in effect, the only Ruleset for BlogNomic, so long as it is located at at the URL https://wiki.blognomic.com/index.php?title=Ruleset.
  
If the Ruleset does not properly reflect all legal changes that have been made to it, any Failed Experiment 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 Genetic Engineer may update it to do so.
  
== Failed Experiments ==
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The gamestate tracking page for this dynasty is the [[Sublogical Genomics Laboratory]] 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 Failed Experiment) 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 '''Failed Experiment'''. An Admin shall add them to the roster in the sidebar and the GNDT, at which moment they become a Failed Experiment.
 
  
A Failed Experiment may cease to be a Failed Experiment at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Failed Experiment in this way may not become a Failed Experiment again within the following two weeks. A Failed Experiment may only change their name as a result of a proposal approving the change.
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== Genetic Engineers ==
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A human with access to the blog who is not already a Genetic Engineer may make a blog post making clear their wish to be a Genetic Engineer (plural form Genetic Engineers); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Genetic Engineer. (See the [[FAQ#Can_I_join_in.3F|FAQ]] for guidance on how to apply for access to the BlogNomic blog.)
  
Some Failed Experiments are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Failed Experiments 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 Genetic Engineer may only change their name as a result of a Proposal approving the change.
  
===Idle Failed Experiments===
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Some Genetic Engineers are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Genetic Engineers who wish to become Admins may sign up with a username for the Ruleset Wiki, and submit a Proposal to make themselves Admins. Existing Admins may be removed from their posts by Proposal, CfJ, or voluntary resignation. Genetic Engineers may be made Admins through Proposal or CFJ.
  
Some Failed Experiments 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”, “Failed Experiments”, “Dynasties”, “Fair Play” and any of those Rules’ subrules, Idle Failed Experiments are not counted as Failed Experiments.
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A Genetic Engineer may cease to be a Genetic Engineer at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Genetic Engineer in this way may not become a Genetic Engineer again within the following two weeks.
  
If a Proposal contains a provision that targets a specifically named Idle Failed Experiment, then that Idle Failed Experiment is considered to be Unidle solely for the purposes of enacting that specific provision
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===Idle Genetic Engineers ===
  
When a Failed Experiment 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 Failed Experiment Idled in a different dynasty), the Failed Experiment is given the default value for new Failed Experiment, if such a value exists.
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If a Genetic Engineer is Idle, this is tracked by their name being removed or concealed in the list of currently active Genetic Engineers in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “ Genetic Engineers ”, “Dynasties”, “Fair Play”, "Mentors" and any of those Rules’ subrules, Idle Genetic Engineers are not counted as Genetic Engineers . The combined term “Idle Genetic Engineers” can be used to refer to Genetic Engineers who are Idle even in rules that do not treat them as Genetic Engineers.
  
An Admin may render a Failed Experiment Idle if that Failed Experiment has asked to become Idle in an entry or comment from the past four days, or if that Failed Experiment 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 Failed Experiment if that Failed Experiment 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 Failed Experiment 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 Genetic Engineer, then that Idle Genetic Engineer 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 Genetic Engineer is unidled, if they went Idle in the same Dynasty, their personal gamestate retains the last legally endowed values it had, if they are still valid. Otherwise (including if a value is invalid, does not exist, or the Genetic Engineer Idled in a different Dynasty), the Genetic Engineer is given the default value for new Genetic Engineers, if such a value exists.
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An Admin may render a Genetic Engineer Idle if that Genetic Engineer has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Genetic Engineer has not posted an entry or comment in the past 168 Hours (7 days). In the latter case, the Admin must announce the idling in a blog post, and the 168 Hour idle timeout is considered to be reduced to 96 hours for that Genetic Engineer during the current and subsequent dynasty. Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so. An Admin may Unidle a Genetic Engineer if that Genetic Engineer is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may Unidle themselves at any time, unless the Genetic Engineer who would be Unidled has become Idle within the past 96 hours (4 days), and within the current Dynasty.
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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.
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Idle admins can resolve Votable Matters as a non-idle admin would.
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===Dormancy===
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If there are fewer than four Genetic Engineers (not including the Head Researcher), then BlogNomic is on Hiatus.
  
 
== Dynasties ==
 
== Dynasties ==
BlogNomic is divided into a number of '''Dynasties'''. Each Dynasty may be headed by a single Failed Experiment, known as the Director. If there is no Director, the Dynasty is a Metadynasty.
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BlogNomic is divided into a number of '''Dynasties'''. Each Dynasty may be headed by a single Genetic Engineer, known as the Head Researcher. If there is no Head Researcher, the Dynasty is a Metadynasty.
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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 Genetic Engineer may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out.
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Unless otherwise stated by a dynastic or Building Blocks rule, then for the purposes of dynastic and Building Blocks rules, the Head Researcher is not a Genetic Engineer.
  
 
== Votable Matters ==
 
== Votable Matters ==
A '''Votable Matter''' is a post which Failed Experiments may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.
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A '''Votable Matter''' is a post which Genetic Engineers may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.
  
 
===Votes===
 
===Votes===
Each Failed Experiment 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 Failed Experiment’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-Failed Experiment never has a Vote, even if they were a Failed Experiment previously and had cast a valid Vote.
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Each Genetic Engineer may cast one Vote on a Votable Matter by making a comment to the Official Post that comprises that Votable Matter using a voting icon of FOR, AGAINST, or DEFERENTIAL. Additional voting icons may be permitted in some cases by other rules. A valid Vote is, except when otherwise specified, a Vote of FOR or AGAINST. A Genetic Engineer‘s Vote on a Votable Matter is the last valid voting icon that they have used in any comment on that Votable Matter. Additionally, if the author of a Votable Matter has not used a valid voting icon in a comment to the post, then the author’s Vote is FOR. A non-Genetic Engineer never has a Vote, even if they were a Genetic Engineer previously and had cast a valid Vote.
  
If a Failed Experiment other than the Director casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Director. When the Director has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the Director's Vote for the purposes of other rules unless otherwise specified.
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If a Genetic Engineer other than the Head Researcher casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Head Researcher. When the Head Researcher 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 Head Researcher’s Vote for the purposes of other rules unless otherwise specified. When the Head Researcher themselves casts a vote of DEFERENTIAL, it indicates an indication of confidence in the votes of the other players; please see the Rules and Votable Matters section of the Appendix for more information on how this is resolved.
  
 
A Votable Matter is '''Popular''' if any of the following are true:
 
A Votable Matter is '''Popular''' if any of the following are true:
 
* It has a number of FOR Votes that exceed or equal Quorum.
 
* It has a number of FOR Votes that exceed or equal Quorum.
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, and more valid Votes cast on it are FOR than are AGAINST.
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* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, and more valid Votes cast on it are FOR than are AGAINST.  
  
 
A Votable Matter is '''Unpopular''' if any of the following are true:
 
A Votable Matter is '''Unpopular''' if any of the following are true:
* The number of Failed Experiments who are not voting AGAINST it is less than Quorum.
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* The number of Genetic Engineers who are not voting AGAINST it is less than Quorum.
* It has been open for voting for at least 48 hours is not Popular.
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* It has been open for voting for at least 48 hours and it is not Popular.
  
 
=== Enacting and Failing ===
 
=== Enacting and Failing ===
  
Votable Matters can either be Pending, Enacted, or Failed. When a Votable Matter is first put forward, it is considered Pending.
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Votable matters have a status, which can either be Pending, Enacted, Failed, or Illegal. When a votable matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.
  
Whenever an Admin resolves a Votable Matter, they must also mark their name, and report the final tally of Votes (or the fact that it was self-killed or vetoed). Comments cannot be made on Enacted or Failed Votable Matters.
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A votable matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When an admin resolves a votable matter they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.
  
This rule cannot be overruled by Dynastic Rules in its application to Calls for Judgement or Declarations of Victory.
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A votable matter may not be resolved except as directed by the ruleset, and the status of a resolved votable matter, once resolved, is determined by the votes cast upon it, as assessed by the rules that govern the specific kind of votable matter (as well as any other considerations regarding the legality of the votable matter, such as the stipulations put forward in the Appendix rule Official Posts). When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.
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This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.
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===Tags===
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Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).
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Votable Matters making changes to the Core Rules, the Building Blocks Rules or the Appendix Rules require any of the following to be true for each such change in order to make that specific modification to the ruleset:
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* The Votable Matter has the appropriate Tag or Tags for that change: [Core] for Core Rules changes, [Building Blocks] for Building Blocks Rules changes and [Appendix] for Appendix Rules changes.
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* The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.
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* The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.
  
 
== Proposals ==
 
== Proposals ==
Any Failed Experiment may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Failed Experiment already has 2 Proposals pending, or has already made 3 Proposals that day).
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Any Genetic Engineer may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Genetic Engineer already has 2 Proposals pending or has already made 3 Proposals that day).
  
 
=== Special Proposal Voting ===
 
=== Special Proposal Voting ===
  
When a Failed Experiment casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal '''Self-Killed''', even if the author later changes their Vote. The Director may use VETO as a voting icon to cast a Vote on a proposal; when the Director casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Director later changes their Vote.
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When a Genetic Engineer casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal '''Withdrawn''', even if the author later changes their Vote. The Head Researcher may use VETO as a voting icon to cast a Vote on a Proposal; when the Head Researcher casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Head Researcher later changes their Vote.
  
 
=== Resolution of Proposals ===
 
=== Resolution of Proposals ===
  
The oldest Pending [[#Proposals|Proposal]] may be '''Enacted''' by any Admin (by updating the Ruleset and/or Gamestate to include the specified effects of that Proposal, and then setting that Proposal's status to Enacted) if all of the following are true:
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The oldest Pending [[#Proposals|Proposal]] may be '''Enacted''' by any Admin if all of the following are true:
  
 
* It is Popular.
 
* It is Popular.
 
* It has been open for voting for at least 12 hours.
 
* It has been open for voting for at least 12 hours.
* It has not been Vetoed or Self-Killed.
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* It has not been Vetoed or Withdrawn.
  
 
The oldest Pending Proposal may be '''Failed''' by any Admin, if any of the following are true:
 
The oldest Pending Proposal may be '''Failed''' by any Admin, if any of the following are true:
  
 
* It is Unpopular.
 
* It is Unpopular.
* It has been Vetoed or Self-Killed.
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* It has been Vetoed or Withdrawn.
  
If a proposal somehow ends up being pending for more than 7 days, it is ignored for the purpose of calculating the oldest pending proposal, and can be failed by any Admin.
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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.
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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, Genetic Engineer A gains 1 point”) or at all (e.g. applying to a rule which does not exist), that step is ignored for the purposes of Enactment; the Admin Enacting the Proposal shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in each step that was performed.
  
 
== Calls for Judgement ==
 
== Calls for Judgement ==
If two or more Failed Experiments actively disagree as to the interpretation of the Ruleset, or if a Failed Experiment feels that an aspect of the game needs urgent attention, then any Failed Experiment may raise a '''Call for Judgement''' (abbreviated CfJ) by posting an entry in the “Call for Judgement” category.
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If two or more Genetic Engineers actively disagree as to the interpretation of the Ruleset, or if a Genetic Engineer feels that an aspect of the game needs urgent attention, then any Genetic Engineer 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 ture:
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A Pending CfJ may be Enacted by any Admin if all of the following are true:
  
 
* It is Popular.
 
* It is Popular.
Line 92: Line 117:
  
 
* It is Unpopular.
 
* It is Unpopular.
* It specifies neither changes to the Gamestate or Ruleset nor corrections to any gamestate tracking entities.
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* 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 the GNDT and other gamestate tracking entities, as specified in the CFJ.
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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.
  
 
This Rule may not be overruled by Dynastic Rules.
 
This Rule may not be overruled by Dynastic Rules.
  
 
== Victory and Ascension ==
 
== Victory and Ascension ==
If a Failed Experiment (other than the Director) 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 “Failed Experiments”, “Votable Matters”, “Calls for Judgement”, “Gamestate Tracking” and “Victory and Ascension”.
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If a Genetic Engineer (other than the Head Researcher) believes that they have achieved victory in the current Dynasty, they may make a '''Declaration of Victory''' (abbreviated “DoV”) detailing this, by posting an entry in the “Declaration of Victory” category.
  
Every Failed Experiment 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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A Genetic Engineer’s vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Genetic Engineer 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 is true:
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A Pending DoV may be Enacted by any Admin if any of the following are true:
  
* It is Popular, it has been open for at least 12 hours, and either the Director has Voted FOR it or it has no AGAINST Votes.
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* It has a number of FOR Votes greater than 2/3rds of the number of Genetic Engineers, it has been open for at least 12 hours, and either the Head Researcher has Voted FOR it or it has no AGAINST Votes.
* It is Popular, and it has been open for at least 24 hours.
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* It has a number of FOR Votes greater than 2/3rds of the number of Genetic Engineers, and it has been open for at least 24 hours.
  
 
A Pending DoV may be Failed by any Admin if any of the following are true:
 
A Pending DoV may be Failed by any Admin if any of the following are true:
  
 
* It is Unpopular, and it has been open for at least 12 hours.
 
* It is Unpopular, and it has been open for at least 12 hours.
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* It is more than 48 hours old and cannot be Enacted
  
When a DoV fails and there are no pending DoVs, Hiatus ends.
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If a DoV is Failed and it had at least one AGAINST vote, the Genetic Engineer 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, and a new Dynasty begins with the Failed Experiment who made the DoV as its Director. That Failed Experiment may pass this role to another Failed Experiment at this point by making a post to that effect, if they wish. The Hiatus continues until the new Director makes an '''Ascension Address''' by posting an entry in the “Ascension Address” category - this should specify the Director's chosen theme for the new Dynasty, and may optionally specify that the terms Failed Experiment and Director 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.
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When a DoV is Enacted, all other pending DoVs are Failed, the Genetic Engineer who posted the DoV becomes Head Researcher, 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.
  
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 Failed Experiment who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was failed.
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If the game is in an Interregnum then the new Head Researcher must make an Ascension Address by posting an entry in the “Ascension Address” category. The Ascension Address should specify the Head Researcher’s chosen theme for the new Dynasty, and it may optionally specifiy one or more of the following:
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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)
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* Any number of Building Blocks rules to remove or insert, as per the instructions in the Building Blocks section
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* The name of the gamestate tracking page referred to in the rule “Ruleset and Gamestate” to a different page that does not exist and does not start with the word “Ruleset”
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* The Head Researcher’s Imperial Style, which if specified is a set of nonbinding guidelines that the Head Researcher is encouraged to follow, using the terms defined on the wiki page Imperial Styles.
  
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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If it has not been done since the most recent posting of an Ascension Address, the Head Researcher or any Genetic Engineer (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:
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* Update the Ruleset to reflect any changed terms as outlined in the most recent Ascension Address.
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* Repeal any dynastic rules which were not listed to be kept in the most recent Ascension Address.
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* 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.
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* Make any specified or automatic changes to the Building Blocks section of the ruleset as described in the most recent Ascension Address.
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* Update the Building Blocks page to reflect any changes to the terms outlined in the rule Synonyms.</blockquote>
  
== 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 Failed Experiment'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-Idle Failed Experiment within BlogNomic, and should announce publicly if they control both a non-Idle Failed Experiment and any Idle Failed Experiments.
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Once this Atomic Action has been completed the Interregnum ends and the new dynasty begins.
* A Failed Experiment 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 Failed Experiment should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).
 
* A Failed Experiment should not edit their own blog comments once posted, nor those of any other Failed Experiment.
 
* A Failed Experiment should not edit the "Entry Date" field of a blog post.
 
* A Failed Experiment should not make a DoV primarily to delay the game by putting it into Hiatus.
 
* A Failed Experiment 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 Failed Experiment should not roll dice in the GNDT 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.
 
  
</div>
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== Fair Play ==
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The following are BlogNomic’s rules of '''fair play'''. If any of these rules are found to have been broken, or if a Genetic Engineer’s behaviour or actions are otherwise deemed unacceptable (socially or otherwise), a Proposal or CfJ may be made to reprimand or punish the perpetrator or, in cases of extreme or repeated violations, remove them from the game and bar them from rejoining. Genetic Engineers should vote against any DoV that relies on having broken a fair play rule.
  
= Dynastic Rules=
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* A single person should not control more than one non-Idle Genetic Engineer within BlogNomic, and should announce publicly if they control both a non-Idle Genetic Engineer and any Idle Genetic Engineers. This extends to exerting full control over the actions of another Genetic Engineer, defined here as the controlled Genetic Engineer’s game behavior being functionally indistinguishable from if the controlling Genetic Engineer was logged into their account and playing through it, over a period of more than a day.
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* A Genetic Engineer should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.
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* A Genetic Engineer should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).
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* A Genetic Engineer should not edit their own blog comments once posted, nor those of any other Genetic Engineer.
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* A Genetic Engineer should not edit the “Entry Date” field of a blog post.
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* A Genetic Engineer should not make a DoV primarily to delay the game by putting it into Hiatus.
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* A Genetic Engineer should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).
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* A Genetic Engineer should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. a Genetic Engineer must use their own name in the Dice Roller, when rolling dice.
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* A Genetic Engineer should not deliberately and unreasonably prolong the performance of a game action once they have started it.
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* A Genetic Engineer should not use a Core, Building Blocks, or Appendix rules scam to directly or indirectly cause a Genetic Engineer to achieve victory.
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* A Genetic Engineer should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic, nor trade actions or favours in one Dynasty of Blognomic for actions or favours in another Dynasty of Blognomic.
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*A person with administrative, moderation, or other heightened access to the software running or supporting BlogNomic should not take any action using such heightened access for the purpose of causing any Genetic Engineer or Genetic Engineers 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.
  
==Hunger==
+
All Genetic Engineers and idle Genetic Engineers should be aware of the BlogNomic [[Community Guidelines]]. The contents of this page are not ruletext and are nonbinding as pertains to the ruleset, but Genetic Engineers are encouraged to commit to upholding them to whatever extent is possible.
  
Failed Experiments have a Hunger level, tracked in the GNDT, that defaults to 0.
+
</div>
 
 
As a weekly communal action, any Failed Experiment may increase every Failed Experiment’s hunger level by 10
 
 
 
If a Hunger level falls below 0, it becomes 0.
 
 
 
Each Failed Experiment has special metabolic needs. By default, they can fairly easily feed off others of their own kind, however, each may evolve to need different nutrients to fit their needs. Each Failed Experiment has a “Diet”, which is tracked in the GNDT in its own column, which can hold one Diet or two (For example, “Solar Cannibal”). A Failed Experiment can change their Diet to become two of their choice, once per dynasty. The Diets are one of the following:
 
 
 
*'''Infant''': A Failed Experiment with this diet can only reduce their hunger via the Greenback’s mechanic. This is also the default Diet.
 
*'''Cannibal''': A Failed Experiment with this diet loses Hunger equal to the HP that they, via the use of an Ability, cause other Failed Experiments to lose.
 
*'''Solar''': A Failed Experiment with this diet can use sunlight to sustain themselves, like a plant. They can lose 5 Hunger as a Weekly Action.
 
*'''Humanized''': A Failed Experiment with this diet just needs average human food to survive. If their Suspicion is zero, they may set their Hunger to 0 at any time.
 
*'''Toxiphage''': A Failed Experiment with this diet feeds off of toxic waste. At-will, they can reduce their HP by any amount to lose the same amount of Hunger.
 
 
 
==Suspicion==
 
 
 
Failed Experiments have a Suspicion level, tracked in the GNDT, that defaults to 0.
 
 
 
Certain actions have a required Suspicion level. To perform the action, the Failed Experiment’s group must have a Suspicion level equal to or lower than the required Suspicion level of the action.
 
 
 
==Groups==
 
 
 
Failed Experiments are part of a group. Each group is listed in the “Failed Experiments” wiki page under a section named “Groups”, with one line per group, containing the names of the group’s members. If a Failed Experiment has not yet grouped with another Failed Experiment, they form a one-member group.
 
 
 
A variable called Group Index Counter is added to the Failed Experiment wiki page. Each group has a unique index that serves to identify the group (this index is noted on the group’s line in the wiki page). When a new group is created, it is given an index equal to the Group Index Counter, and the Group Index Counter is then immediately increased by one.
 
 
 
A Failed Experiment may change groups by posting a Story Post with the [Group] tag that specifies one and only one group the Failed Experiment wants to join (using the group’s index). Members of the target group can refuse the request by posting a comment containing the AGAINST icon. If after two days the number of group members voting against is less than half the size of the group (not rounded) then the Failed Experiment who published the post is removed from their previous group and then added to the target group.
 
  
A Failed Experiment who is not part of a one-member group can leave their group by posting a Story Post with the [Lone Wolf] tag. This post takes effect immediately: the Failed Experiment is removed from their current group and forms a one-member group.
+
= Dynastic Rules =
  
When a group has no members, it is removed from the Failed Experiments wiki page.
+
== The Genome ==
  
If an action has a Group Effect, the effect is applied to all members of the group that the performing Failed Experiment belongs to.
+
The following letters are considered Nucleotides: A, C, G, T. The Genome is a publicly tracked sequence of Nucleotides.
  
Each group has a Suspicion level, equal to the highest Suspicion level of the members of the group.
+
== Synthesis ==
  
“Team” and “Group” are synonyms.
+
If they have not done so since the last time the Synthesize action was performed (or if the Synthesize action has not yet been performed), each Genetic Engineer should, at their earliest convenience, privately submit to the Head Researcher a single Mutation that they wish to perform, or the fact that they do not want to perform any Mutations.
 +
The valid choices for Mutation are listed in the Mutations subrule. Each such Mutation has a Cost, which is the amount of Research Points that must be spent to submit the Mutation request and may be 0, and the Requirements, which must be true for the Genetic Engineer who is submitting the Mutation request and may be None. If a Genetic Engineer has made multiple such submissions, only their most recent submission is considered valid.
  
==Abilities==
+
Submissions is the number of Genetic Engineers who have submitted Mutations since the last time the Synthesize action was performed (or since the beginning of the dynasty if the Synthesize action has never been performed) out of the total of active Genetic Engineers and is publicly tracked by the Head Researcher.
  
A number of Abilities have been observed during research, listed below. Each ability has a Manifest cost. A Failed Experiment with no Abilities may acquire two different Abilities by increasing their own Suspicion by the total of the Abilities’ Manifest costs, and making a blog post describing the acquisition of these Abilities. Each Failed Experiment’s Abilities are tracked on the Failed Experiments wiki page. The following are the Abilities (their name and effect) that Failed Experiments can have:
+
The Head Researcher can and should perform the Synthesize action once every Healthy Genetic Researcher has made a new submission to the Head Researcher since the last time the Synthesize action was taken (or since this rule was enacted if the Synthesize action has not been performed yet).
  
* Greenback (Manifest 40): Detachable, nutritious vegetable matter grows along the Experiment’s spine. As a daily action, a Failed Experiment with a Greenback may reduce the Hunger of a Nearby Failed Experiment by 1.
+
Synthesize is an atomic action consisting of the following steps:
* Woundlicker (Manifest 40): Your saliva is rich in a special ooze which promotes healing. As a weekly action, a Failed Experiment with a Woundlicker may raise the HP of a Nearby Failed Experiment by 2.
+
* Perform every valid Mutation submitted, with the following exception: if two or more Mutations specify the same position, those Mutations are instead not performed; for this purpose, insertion Mutations are not considered to specify the same position as any non-insertion Mutation. Perform insertions after all other Mutations, with insertions specifying later positions to be performed before insertions specifying earlier positions.
* Acid Spitter (Manifest 40): You can spit acid. As a Weekly Action, an Acid Spitter may attempt to spit acid onto a Nearby Failed Experiment, by rolling a 1d3 and paying 2 HP. If that roll gives a value of 2 or 3, reduce their HP by 6.
+
* Processing them from left to right: for each set of three consecutive Nucleotides in the Genome, follow the corresponding instructions in the rule “Codons”.
* Bulky (Manifest 50): You’re very robustly built. Your Max HP is increased by 12.
+
* Add a random Nucleotide to the beginning of the Genome.
* Sneaky (Manifest 0): You need to have 150 Suspicion instead of 100 to be Captured.
+
* For each Genetic Engineer whose non-empty Hypothesis is a subsequence of the Genome, increase their Understanding by N-3, where N is the length of their Hypothesis, and set their Hypothesis to empty.
* Swordfingers (Manifest 40): You got massive, but overly flashy organic blades on one of your hands. As a Weekly Action, a Failed Experiment with Swordfingers may attempt to slash a Nearby Failed Experiment, by rolling a 1d3 and increasing their own Suspicion by 20. If that roll gives a value of 2 or 3, reduce their HP by half its current amount.
+
* For each Genetic Engineer with a Status of Injured who is in the Medlab, set their Status to Healthy.
* Nimble (Manifest 20): Whenever a Nimble Failed Experiment alters their own Distance under another rule, they may then alter it by an additional 1 in either direction.
 
* Sewer Dweller (Manifest 10): While they are in the City, a Sewer Dweller is not considered to be Nearby any Failed Experiments (except those which are also Sewer Dwellers).
 
* Carapace (Manifest 40): Whenever a Failed Experiment with a Carapace would lose an amount of HP from a sentence other than this one, it loses one less HP instead (to a minimum of 1). Effects which set HP to a specific value are unaffected.
 
  
==Health==
+
=== Mutations ===
  
Each Failed Experiment has an HP, which defaults to 12, and a Max HP, which also defaults to 12. Both are tracked in the GNDT under one column with the name “HP” and the form X/Y, where X is the HP and Y is the Max HP.
+
{| class="wikitable"
 +
|-
 +
! Mutation !! Cost !! Requirements
 +
|-
 +
| Change the Nucleotide at a specified position in the Genome to a different Nucleotide || 0 || None
 +
|-
 +
| Pick two distinct specified locations in the Genome and swap the two Nucleotides at those positions with each other || 1 || None
 +
|-
 +
| Insert any valid Nucleotide directly before a specified position in the Genome || 2 || Must be in the Computer Lab
 +
|}
  
If a Failed Experiment’s HP is greater than their Max HP, their HP is set to their Max HP.
+
When performing a Mutation, the Cost of that Mutation is increased by 1 for that performance if the changes caused by that performance would result in a Codon that has an Effect becoming a Codon with no Effect.
  
As a daily action, a Failed Experiment may raise their HP by up to 4, if they also raise their hunger by 5 times the amount they raised their HP.
+
== Codons ==
  
==Distance==
+
The following table lists sequences of three Nucleotides (known as Codons), along with their corresponding effect when the Synthesize action is performed. If a Codon does not appear in the table, it is considered to have no effect.
  
Each Failed Experiment is at a Distance from the Laboratory, being an integer value of kilometres, defaulting to zero, and tracked in the GNDT.
+
{| class="wikitable"
 +
|-
 +
! Codon !! Effect
 +
|-
 +
| ACT || Add a new Organism to a random Containment Cell. The Genetic Engineers (if any) who most recently caused a Mutation in this Codon gain 1 Research Point each if they are in the Computer Room, 2 Research Points each if they are in any Room whose name starts with “Containment Cell” in which there is at least 1 Organism, and 0 Research Points otherwise..
 +
|-
 +
| ACC || Move each Organism to a random Room connected to its current Position (excluding all Rooms with the word “Airlock” or “Freezer” in their names).
 +
|-
 +
| CGA || Randomly select an Organism, then add 1 to its Stage if it is legal to do so
 +
|-
 +
| ATC || For each Room where the total Stages of all Organisms in that Room exceeds the number of Genetic Engineers in that Room, set the Status of all Genetic Engineers in that Room to Injured.
 +
|}
  
Failed Experiments with a Distance below 10 are in the Forest. Those with a Distance between 10 and 19 inclusive are in the Fields. Those with a Distance between 20 and 29 inclusive are in the City. Those with a Distance of 30 or higher are on the Road.    The Forest, the Fields, the City and the Road are Locations. If a Failed Experiment is at a Location, they may perform a Location Action, depending on their location, as a weekly action. The following are the Location Actions (and their associated Location):
+
Some Codons may be assigned to one or more Rooms, Organisms, and/or Genetic Engineers. There is a publicly tracked table that lists all such assignments.
  
* Forest: You can hunt or forage for food. Lower your Hunger by 10.
+
== Research Points ==
* Fields: Performing this Location Action does nothing.
 
* City: You can try to attend a doctor for help. If your Suspicion is below 10, restore 5 of your HP.
 
* Road: You can try to hijack a car or hitch a ride. Increase or decrease your Distance by up to 15.
 
  
If a given Distance value has only one Failed Experiment at it, then that Failed Experiment is considered to be Exposed.
+
Each Genetic Engineer has a publicly tracked number of Research Points, defaulting to 0.
  
At any time, a Failed Experiment who is not Exposed may increase their Suspicion or Hunger by 1 to increase or decrease their Distance by up to 5.
+
Each Genetic Engineer has a publicly tracked number of Understanding, defaulting to 0.
  
Two Failed Experiments are Nearby one another if they have the same Distance value. A Failed Experiment is always Nearby itself.
+
== The Laboratory ==
 +
[[File:Laboratory map.png|thumb|400px|The map of the Laboratory]]
 +
The Laboratory consists of a number of named Rooms. Each Genetic Engineer has a publicly tracked Position that is a Room in the Laboratory, defaulting to the Computer Room. A Genetic Engineer or an Organism who has a Position of a specific Room is said to be “in” that Room. Otherwise, they are not “in” that Room.
  
==Death==
+
Each white-floored area on the map which is enclosed by a black wall and which also contains a text string is a Room, with the string as its name. The thin white rectangles with no text are Doors: if two Rooms both adjoin the same Door, then those two Rooms are Connected.
  
If a Failed Experiment's HP is 0, then for the purposes of this rule, they are considered Dead.
+
If they have not done so since the last time that the Synthesize action was performed, a Genetic Engineer may change their Position to any Room that they can trace a path of Connected Rooms to from their current Position, so long as:-
  
A Dead Failed Experiment can join any group they want without needing to make a story post. They can do this as many times as they want.
+
* That path does not involve using both doors of the Personnel Airlock
 +
* That path does not involve using the door that connects the Materials Airlock to the Wet Lab (the hatch is too small)
  
The only two Actions in the dynastic ruleset a Dead Failed Experiment can perform are the following:
+
== Organisms ==
<blockquote>
 
As a Daily Action a Dead Failed Experiment may increase the Suspicion of every member of the group by 5, or increase the Suspicion of the group member with the most Suspicion level by 15. If the group has more than one such member, the Failed Experiment may choose any of those eligible.
 
</blockquote>
 
The only Action a Failed Experiment who is not Dead may perform to change the values the GDNT tracks of a Dead Failed Experiment is the following five-part Atomic Action:
 
  
# Make a story post with the tag "[Revive: [NAME]]" where NAME is the name of a group member who is Dead.
+
There is a publicly tracked list of Organisms, defaulting to an empty list. Each Organism has a Position that is a publicly tracked Room. When adding an Organism to the publicly tracked list, the name of the Organism should be the text “SGL-” following by a number generated from rolling DICE10000, repeating this roll until the resulting name does not match any in the existing Organisms list.
# Increase their own Suspicion by 40.
 
# Decrease their own HP by 3.
 
# [Optional] Gain a new Ability by increasing their Suspicion by the Ability’s Manifest cost.
 
# Set NAME's Max HP to either 2 less than it was, or 1 (whichever is higher), and set NAME's HP to 1.
 
  
Dead Failed Experiments cannot achieve Victory.
+
=== Evolution ===
  
==Capture==
+
Each Organism has a publicly tracked number named “Stage” which defaults to 1.
  
If the Suspicion of a Failed Experiment is greater than 100 for the purposes of this rule they are considered Captured.
+
If an Organism’s Stage is at least 3, a dynastic action may not increase that Organism’s Stage unless that Organism’s Codon can be found in the Genome at the time the dynastic action is performed.
  
Captured Failed Experiments are part of no group: They leave the group they are part of, and can neither form a new group nor join another group.
+
== Hypotheses ==
  
The values the GDNT tracks of a Captured Failed Experiment cannot be changed by any other Failed Experiment, and the only action in the dynastic ruleset they are allowed to perform is the following:
+
Each Genetic Engineer has a Hypothesis which is privately tracked by the Head Researcher, which is either empty or a sequence of 4 or more Nucleotids and defaults to empty. As a virtual action, a Genetic Engineer may pay 1 Research Point to set their Hypothesis to any valid Hypothesis that is not a subsequence of the Genome.
<blockquote>
 
As a Daily Action, a Captured Failed Experiment may role X DICE12, where X is their Max HP. If the values of any of those dice are less than or equal to the Failed Experiments HP then their Suspicion is set to 75, their Distance is set to 0, and their hunger is set to 0.
 
</blockquote>
 
Captured Failed Experiments cannot achieve Victory.
 
  
==Cranky Grasstooth==
+
== Injuries ==
  
Cranky Grasstooth is an old and senile escapee from long ago which has taken residence in the forest near the lab. He knows about certain “Treasures” which are throughout the world, ones which, according to him, hold great “Magic”. However, he doesn’t remember too well all of the details - but his ramblings can provide valuable insight as to where they might be. As a Weekly Action, the Director shall post a Story post which details ramblings from Cranky Grasstooth (or some other story input), providing cryptic clues as to where the Treasures may be.
+
Each Genetic Engineer has a publicly tracked Status which defaults to Healthy and may be one of the following: Healthy, Injured. When a Genetic Engineer’s Status is Injured, they may not take any dynastic actions other than changing their Position to another Room.
  
The Treasures are the following:
+
<!-- DYNASTIC RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --><br />
 
 
*'''Killer Tube''': A weird metal contraption which makes a very loud noise when you pull on a little lever on it. At-will, it’s possessor can reduce the HP of any Failed Experiment to 1. Can be only used once.
 
*'''Energy Berries''': A bunch of small, white berries which make you feel very very “awake” when you eat them. Can be used by its possessor to set their HP and Max HP to 50, but after 168 hours (7 days), their HP is set to 0 and their Max HP is returned to its previous value. Can be only used once.
 
*'''Wishing Brick''': A plastic brick with buttons on it. Can be used by its possessor to reduce the Hunger of each member their group to zero by making a Story Post which details how they utter their request to the deity “Pizza Hut”. Can only be used once.
 
 
 
Each Treasure is hidden at a certain Distance value, which is determined by the Director in a timely fashion after this ruletext is added to the ruleset.
 
 
 
As a Weekly action and by increasing their Suspicion by 10 and making a Story post to this purpose, a Failed Experiment can Search their current Distance value. The Director shall then reply to such a post with a comment that contains the string “Success” or “Failure”, depending on if there was a Treasure at that Distance or not. If noted to be successful by the Director in this way, the Failed Experiment acquires the Treasure which was hidden there.
 
 
 
 
 
<!-- RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --><br/>
 
 
<div style="padding:8px;background:#bbb;">
 
<div style="padding:8px;background:#bbb;">
  
= Special Case =
+
= Building Blocks =
Special Case Rules can be active or inactive and default to active. The status of a Special Case rule is notated in the title of that rule ending in ”[X]” where X is the word Active or Inactive, denoting that Rule’s status. When a new dynasty is started, the Ascension Address may state any existing Special Case Rules that are set to inactive; any Special Case Rules not set in the Ascension Address become Active.
+
Building Blocks are rules that can be substituted in and out of the ruleset as needed, usually as a result of an Ascension Address. All rules in the Building Blocks section are ruletext.
  
Special Case Rules that are inactive do not have an effect on the gamestate aside from existing as text in the ruleset.
+
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.
  
==Combos [Active]==
+
When a Head Researcher 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 Head Researcher 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.
Anytime that a Failed Experiment wants to do 5 or more actions within an hour they may choose in lieu 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 its steps, refer to the example and note the curly braces vs the parenthesis.
+
==Virtual Actions==
 +
A Virtual Action is a type of action that the Head Researcher performs on behalf of a Genetic Engineer. A Genetic Engineer may initiate a virtual action by privately communicating to the Head Researcher their request to do so, along with any additional information needed to carry it out. The Head Researcher shall resolve the Virtual Action by performing the following Atomic Action:
 +
# Determine whether the Virtual Action fails (if it does not fail, it is successful).
 +
# If the action is successful, apply any specified effects on the gamestate and/or perform any specified actions on behalf of the Genetic Engineer.
  
Example Combo
+
If a Virtual Action fails, the Head Researcher should tell the Genetic Engineer why. A virtual action may fail for any of these reasons:
*1 [action one] ([gamestate before action] -> [gamestate after action])
+
* Some requirements/prerequisites to perform the action are not met.
*2 [action two] ([gamestate before action] -> [gamestate after action])
+
* The request does not contain all the information needed to resolve the action.
*3 [atomic action] {[gamestate before atomic action]}
+
* The request is unintelligible, or too vague to interpret unambiguously.
*3a [first atomic substep] ([gamestate before substep] -> [gamestate after substep])
+
* It would require the Head Researcher to do something they cannot do.
*3b [second atomic substep] ([gamestate before substep] -> [gamestate after substep]) {[gamestate after atomic action]}
+
* Any other reason specified by the action itself.
*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, Failed Experiments 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. Failed Experiments may not make multiple rolls in the GNDT for the same step. Failed Experiments 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.
+
Except where otherwise stated by the ruleset, the Head Researcher must resolve all virtual actions in the order that they are received. A virtual action is considered to have occurred at the time it was resolved.
  
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.
+
Until a virtual action is resolved, it is pending. A Genetic Engineer may cancel a pending Virtual Action by privately communicating to the Head Researcher their request to do so.
 
 
If there is a mistake in the summary of the gamestate in a combo and that mistake doesn’t make it impossible for the stated actions to have happened, the author of that combo may correct those mistakes by making a comment along the format “[# of step]: [corrected gamestate summary]”.
 
 
 
==Tags [Active]==
 
Votable matters have zero or more tags. Tags are added by adding it to the title of a votable matter with the format “[X]” where [X] is the tag, for example “[Core] Wording Fix”. Votable Matters require the [Core] tag in order to make changes to the Core Rules, and the [Appendix] tag in order to make changes to the Appendix Rules. Votable Matters other than DoVs require the [Victory] tag in order to grant victory to a Failed Experiment.
 
 
 
==Atomic Actions [Active]==
 
 
 
When a Failed Experiment 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 Failed Experiment performing an Atomic Action performs its steps as quickly as they are able.
 
 
 
If one or more steps of an Atomic Action were done incorrectly, the Failed Experiment must redo the Atomic Action. In redoing an Atomic Action, the Failed Experiment uses any legal steps that were already completed in the illegal Atomic Action and only redoes the illegal ones.
 
 
 
For instance if an Atomic Action consists of rolling a die in the GNDT and then doing steps based upon it’s result the Failed Experiment would have to reroll the die if they rolled the wrong one if the first place and any steps that depended upon the result of that die; however if all they did was take an illegal action later on, the die is still used in the redone action.
 
 
 
If the Atomic Action was illegal due to a die that was wrong in the GNDT (for example, rolling a 1 on a DICE6 gives that Failed Experiment a point and the rest do nothing and the Failed Experiment rolls a DICE5 in the first one) and in redoing the Atomic Action they get the same effect as before (i.e. rolling an incorrect die and getting result X but then rolling the correct die and still getting result X) then the steps that depended upon that result are valid and don’t need to be redone. Steps that depend upon multiple dice which were done incorrectly must have each incorrect die have the same effect to be considered valid.
 
 
 
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.
 
 
 
==Seasonal Downtime [Active]==
 
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”.
 
  
 
</div>
 
</div>
Line 316: Line 305:
  
 
==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 Genetic Engineer 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 Genetic Engineer 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 Genetic Engineer 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 Genetic Engineer 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 Failed Experiments.
+
;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 Genetic Engineers.
 +
;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 Genetic Engineer's Effective Vote Comment with respect to a given Votable Matter is that Genetic Engineer's Comment to that Votable Matter, if any, that contains that Genetic Engineer's Vote on that Votable Matter.
 +
;Commentary: When posting a blog entry, a Genetic Engineer may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.
 +
;Discord: The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Genetic Engineers , as well as people who are not Genetic Engineers 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 Genetic Engineers who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).
 +
;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. Genetic Engineers are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored.
 +
;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 Genetic Engineers is half the number of Genetic Engineers  in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Genetic Engineers it is referring to, it is referring to a Quorum of all Genetic Engineers.
 +
;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 Head Researcher.
 +
;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 “Genetic Engineers” 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 Failed Experiment 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 Failed Experiment 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 Genetic Engineer may [http://blognomic.com/update/index.php?C=publish post] to the blog at any time, but may only make official posts to the blog when the [[#Ruleset and Gamestate|Ruleset]] allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.
: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 Genetic Engineer has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icons; otherwise this can only be done as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a votable matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.
: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 Head Researcher to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the Head Researcher 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 Failed Experiment’s Effective Vote Comment with respect to a given Votable Matter means that Failed Experiment’s Comment to that Votable Matter, if any, that contains that Failed Experiment’s Vote on that Votable Matter.
 
  
;Flavour Text
+
===Representations of the Gamestate===
:When posting a blog entry, a Failed Experiment 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 Genetic Engineer’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 Genetic Engineer may correct the representations to comply with the Gamestate.
  
;Gamestate
+
If a Genetic Engineer 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.
 
  
;May
+
* Undo the effects of any alteration that led to it, if that alteration did not follow the rules at the time it was made.
:"is permitted to"
+
* 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 Genetic Engineer, if doing so would not require the correcting Genetic Engineer to make any decisions on behalf of the original Genetic Engineer.
 +
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Genetic Engineers 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 not
+
===Orphan Variables===
:"is not permitted to"
 
  
;Post
+
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 blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]
 
  
;Private Message
+
A Genetic Engineer may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.
:A message sent via Blognomic’s Private Messages system at blognomic.com.
 
  
;Quorum
+
=== Random Generators ===
:Quorum of a subset of Failed Experiments is half the number of Failed Experiments in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Failed Experiments it is referring to, it is referring to a Quorum of all Failed Experiments.
+
The Dice Roller at https://blognomic.com/dice/roll.php can be used to generate random results.
  
;Resolve/Resolution
+
* The DICE''N'' command can be used to generate a random number between 1 and N.
: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
+
* 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.
  
;Rule
+
Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Votable Matter.
:Each individually numbered section of the ruleset is a rule, including sections that are sub-rules of other rules.
 
  
;Shall
+
If a Votable Matter proposes a change to this rule that would require server-level access to the BlogNomic site to fully enact its effects, that Votable Matter must name a Genetic Engineer with such access. Only a Genetic Engineer with such access may Enact that Votable Matter. If that Votable Matter does not name a Genetic Engineer with such access, that Votable Matter is Illegal.
:"is required to"
 
  
;Should
+
If a number or other game variable is selected “at random” or “randomly” from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate roll in the Dice Roller, unless otherwise specified, and which value the roll result corresponds to must be reasonably inferable from the nature of the roll and any comments supplied by the Genetic Engineer making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Genetic Engineer making this determination may do so using a private method of their choosing, instead of the Dice Roller.
:"is recommended that"
 
  
;Sibling Rule
+
==Atomic Actions==
:Two rules are “siblings” of each other if they are both direct subrules of the same rule.
 
  
;Slack
+
An Atomic Action combines otherwise separate game actions into a single action.
:The BlogNomic Slack is located at blognomic.slack.com. Failed Experiments may request an invite to the Slack while logged in by clicking the button in the sidebar.
 
  
;Slack Channel
+
* All steps of an Atomic Action are considered one action, including the steps of an Atomic Action that is itself a step of a parent Atomic Action.
:A Slack Channel is any channel on the BlogNomic Slack. To reference a Slack Channel, use a hash (#) followed by the name of that channel. (For example, #random.)
+
* When a Genetic Engineer performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all the steps are complete.
 +
* If a rule allows the Genetic Engineer performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.
 +
* If a Genetic Engineer arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action.
 +
* If one or more steps of an Atomic Action were done incorrectly, the Genetic Engineer must redo the Atomic Action; for that purpose, the Genetic Engineer uses any legal steps that have already been completed in the illegal Atomic Action and only redoes the illegal ones. (For example, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Genetic Engineer would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if they rolled the dice correctly but took an illegal step later on, the result of the original dice roll would still be used in the redone step.)
 +
* 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.
  
;Story Post
+
==Clarifications==
:A Story Post is an entry in the “Story Post” category.
 
  
;Subject
+
===Numbers and Variables===
: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 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 Genetic Engineer can spend or pay from only their own values, and a rule that allows Genetic Engineers to transfer or pay a numeric value to another Genetic Engineer only allows them to transfer that value from themselves to that other Genetic Engineer (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 Genetic Engineer who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action’s effects are limited to changing values tracked in gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.
 +
* 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 Genetic Engineers 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 Head Researcher (including secretly random selections), then that information may only be revealed by the Head Researcher when the ruleset allows it. If a Genetic Engineer should already know such a piece of information (in that the Head Researcher has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Head Researcher 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.
  
;Subrule
+
===Rules and Votable Matters===
: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.
+
* 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 Genetic Engineer 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), Genetic Engineers may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.
 +
* If the Head Researcher has voted DEFERENTIAL on a Proposal, they are not considered to be a Genetic Engineer for the purposes of totaling quorum on that Proposal. Votes of DEFERENTIAL made by other Genetic Engineers on the same Proposal are not considered to be valid, but the Genetic Engineers who made them still contribute to quorum
  
;Table of Contents: The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.
+
===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 Genetic Engineer may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).
  
;TOC: Table of Contents.
+
===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.
 +
* Genetic Engineers 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 Genetic Engineers with the corresponding forms of the singular “they”.
 +
* A Genetic Engineer may reformat a list of items in the dynastic ruleset to have bullet points or other appropriate list markup, if doing so would not change the order of that list, nor how any rules interpreted its content.
 +
* A Genetic Engineer may change the layout or design of a gamestate wiki page if doing so would not change how any rules interpreted its content.
  
;Vote
+
===Names===
: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.
+
* Within the Ruleset, a word only refers to the name of a Genetic Engineer if it is explicitly stated that it refers to a Genetic Engineer'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 Genetic Engineer's (or prospective Genetic Engineer'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.
  
;Voting Icons
+
==Prioritisation==
: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.
+
* 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 “Genetic Engineers may Kick each other” and “Genetic Engineers may not Kick each other on Tuesdays” exist, and it is Tuesday, Genetic Engineers 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 “Genetic Engineers may Punch a Spaceman on Friday” and “Genetic Engineers may not Punch Spacemen on Friday”, then Genetic Engineers may not Punch Spacemen on Friday).
  
;Week
+
==Mentors==
: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
+
A Genetic Engineer may have another Genetic Engineer as a Mentor. Genetic Engineers who are willing to act as a Mentor are listed on the [[Mentorships]] wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Genetic Engineer who has requested a change on their own behalf, from this list at any time. The Mentorships page is also used to list the names of players who are prohibited from becoming Tenured; this list may only be amended by the effect of a votable matter.
:If a game action is a Weekly Action, each Failed Experiment able to perform it may take that action once each week, but not more than once every twenty-four hours.
 
  
;Weekly Communal Action
+
If an unmentored Genetic Engineer requests a Mentor, or a new Genetic Engineer has joined the game and has no Mentor, the Head Researcher should select a Tenured Genetic Engineer and ask them to take that Genetic Engineer on as a Mentee; if they accept, then such a Mentorship is established. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the Head Researcher should announce it in a blog post. The Head Researcher should take care to consider game balance when selecting a potential mentor.
:A Weekly Communal action is a Weekly Action that can only be performed by one Failed Experiment per week.  
 
  
;Wiki
+
A relationship between a mentor and a mentee is a Mentorship. A Genetic Engineer may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.
:The BlogNomic Wiki at http://wiki.blognomic.com
 
  
== Gamestate Tracking ==
+
If there is no Head Researcher, any Genetic Engineer who has been active in at least three previous dynasties may act as Head Researcher for the purposes of this rule.
  
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 Failed Experiment 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.
+
===Things that a mentor must do===
  
An official post may only be removed as allowed by the Ruleset.
+
A mentor must do the following:
An official post may be altered by its author if it is less than six hours old and either no Failed Experiment 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.
 
  
A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no comments, the author may change the categories as they wish. Secondly, if a post by a Failed Experiment who has been a Failed Experiment 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.
+
*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 Genetic Engineer or arrange a handover to another mentor if requested.
  
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 Failed Experiment may update any Failed Experiment's data via the GNDT, whenever the Ruleset permits it.
+
===Things that a mentor should do===
 +
The following sets out suggested best practice for Mentorship relationships:
  
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 Failed Experiment’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 Failed Experiment may correct the GNDT to comply with the Gamestate.
+
*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 Genetic Engineers .
 +
*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.
  
If a Failed Experiment 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-reverting a disputed GNDT update, Failed Experiments are encouraged to raise a Call for Judgement instead.
+
===Things that a mentor should not do===
Failed Experiments shall be assigned a password for the GNDT when they join the Nomic.
+
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.
  
=== Random Generators ===
+
*The mentor should not sock-puppet, bully, coerce or otherwise manipulate the mentee into performing any game actions.
The GNDT can be used to generate random results.
+
*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.
* The DICE''N'' command can be used to generate a random number between 1 and ''N''.
 
* The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.
 
* The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, Black.
 
 
 
Any changes to the potential outcomes of the 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 a Failed Experiment with server-level access to the BlogNomic site who is able to perform the changes, and must also update this rule to reflect the new potential outcomes.
 
 
 
If a number or other game variable is selected 'at random' or 'randomly' from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate DICE roll in the GNDT, unless otherwise specified. If a selection is explicitly specified as being “secretly” random, the Failed Experiment making this determination may do so using a private method of their choosing, instead of the GNDT.
 
 
 
==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” 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 Failed Experiments to transfer a numeric value only allows them to transfer that value from themselves to another Failed Experiment (of their choice unless otherwise stated).
 
* A Failed Experiment 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 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)
 
*DICEN cannot be rolled in the GNDT if N is 22 or more digits long.
 
  
===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 the admin enacting a proposal reaches a step which cannot be applied immediately (eg. “two days after this proposal enacts, Failed Experiment 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 “Genetic Engineer” and “Head Researcher”.
* 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===
+
* Genetic Engineer (Player)
* Within the ruleset, a word only refers to the name of a Failed Experiment if it is explicitly stated that it refers to a Failed Experiment's name.
+
* Head Researcher (Emperor)
* 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.
 
*Subrules can be referred to by a name which incorporates name of the rule they are a subrule of. Example: a subrule of the rule “Gin” is a “Gin Rule”, however the rule “Gin” is not a “Gin Rule” because it’s not a subrule of the rule “Gin”.
 
* When referring to a proposal, the name used in reference to a specific proposal may be simplified by not including braces and any text between the opening and closing braces. i.e. a proposal named “Changes [Core]” could instead be referred to by the name “Changes”.
 
  
===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 “Failed Experiments may Kick each other” and “Failed Experiments may not kick each other on Tuesdays” exist, and it is Tuesday, Failed Experiments may not Kick each other.)
 
# If two parts with the same scope contradict each other, the negative rule applies. (e.g. with “Failed Experiments may Punch a Spaceman on Friday” and “Failed Experiments may not Punch Spacemen on Friday”, then Failed Experiments may not Punch Spacemen on Friday.)
 
# Special Case Rules have equal precedence as Dynastic Rules, unless that Special Case Rule explicitly says it can’t be overruled by a Dynastic Rule.
 
  
 
</div>
 
</div>

Latest revision as of 16:09, 31 October 2024

Core Rules

Ruleset and Gamestate

This is the Ruleset for BlogNomic; all Genetic Engineers 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 Genetic Engineer may update it to do so.

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

Genetic Engineers

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

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

Some Genetic Engineers are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Genetic Engineers who wish to become Admins may sign up with a username for the Ruleset Wiki, and submit a Proposal to make themselves Admins. Existing Admins may be removed from their posts by Proposal, CfJ, or voluntary resignation. Genetic Engineers may be made Admins through Proposal or CFJ.

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

Idle Genetic Engineers

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

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

When a Genetic Engineer is unidled, if they went Idle in the same Dynasty, their personal gamestate retains the last legally endowed values it had, if they are still valid. Otherwise (including if a value is invalid, does not exist, or the Genetic Engineer Idled in a different Dynasty), the Genetic Engineer is given the default value for new Genetic Engineers, if such a value exists.

An Admin may render a Genetic Engineer Idle if that Genetic Engineer has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Genetic Engineer has not posted an entry or comment in the past 168 Hours (7 days). In the latter case, the Admin must announce the idling in a blog post, and the 168 Hour idle timeout is considered to be reduced to 96 hours for that Genetic Engineer during the current and subsequent dynasty. Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so. An Admin may Unidle a Genetic Engineer if that Genetic Engineer is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may Unidle themselves at any time, unless the Genetic Engineer 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 Genetic Engineers (not including the Head Researcher), then BlogNomic is on Hiatus.

Dynasties

BlogNomic is divided into a number of Dynasties. Each Dynasty may be headed by a single Genetic Engineer, known as the Head Researcher. If there is no Head Researcher, 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 Genetic Engineer 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 Head Researcher is not a Genetic Engineer.

Votable Matters

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

Votes

Each Genetic Engineer may cast one Vote on a Votable Matter by making a comment to the Official Post that comprises that Votable Matter using a voting icon of FOR, AGAINST, or DEFERENTIAL. Additional voting icons may be permitted in some cases by other rules. A valid Vote is, except when otherwise specified, a Vote of FOR or AGAINST. A Genetic Engineer‘s Vote on a Votable Matter is the last valid voting icon that they have used in any comment on that Votable Matter. Additionally, if the author of a Votable Matter has not used a valid voting icon in a comment to the post, then the author’s Vote is FOR. A non-Genetic Engineer never has a Vote, even if they were a Genetic Engineer previously and had cast a valid Vote.

If a Genetic Engineer other than the Head Researcher casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Head Researcher. When the Head Researcher 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 Head Researcher’s Vote for the purposes of other rules unless otherwise specified. When the Head Researcher 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 Genetic Engineers 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 Genetic Engineer may submit a Proposal to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Genetic Engineer already has 2 Proposals pending or has already made 3 Proposals that day).

Special Proposal Voting

When a Genetic Engineer casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal Withdrawn, even if the author later changes their Vote. The Head Researcher may use VETO as a voting icon to cast a Vote on a Proposal; when the Head Researcher casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Head Researcher 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, Genetic Engineer 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 Genetic Engineers actively disagree as to the interpretation of the Ruleset, or if a Genetic Engineer feels that an aspect of the game needs urgent attention, then any Genetic Engineer 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 Genetic Engineer (other than the Head Researcher) 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 Genetic Engineer’s vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. If there is at least one pending DoV, BlogNomic is on Hiatus, no Idle Genetic Engineer 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 Genetic Engineers, it has been open for at least 12 hours, and either the Head Researcher 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 Genetic Engineers, 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 Genetic Engineer 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 Genetic Engineer who posted the DoV becomes Head Researcher, 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 Head Researcher must make an Ascension Address by posting an entry in the “Ascension Address” category. The Ascension Address should specify the Head Researcher’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 Head Researcher’s Imperial Style, which if specified is a set of nonbinding guidelines that the Head Researcher 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 Head Researcher or any Genetic Engineer (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 Genetic Engineer’s behaviour or actions are otherwise deemed unacceptable (socially or otherwise), a Proposal or CfJ may be made to reprimand or punish the perpetrator or, in cases of extreme or repeated violations, remove them from the game and bar them from rejoining. Genetic Engineers 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 Genetic Engineer within BlogNomic, and should announce publicly if they control both a non-Idle Genetic Engineer and any Idle Genetic Engineers. This extends to exerting full control over the actions of another Genetic Engineer, defined here as the controlled Genetic Engineer’s game behavior being functionally indistinguishable from if the controlling Genetic Engineer was logged into their account and playing through it, over a period of more than a day.
  • A Genetic Engineer should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.
  • A Genetic Engineer should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).
  • A Genetic Engineer should not edit their own blog comments once posted, nor those of any other Genetic Engineer.
  • A Genetic Engineer should not edit the “Entry Date” field of a blog post.
  • A Genetic Engineer should not make a DoV primarily to delay the game by putting it into Hiatus.
  • A Genetic Engineer should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).
  • A Genetic Engineer should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. a Genetic Engineer must use their own name in the Dice Roller, when rolling dice.
  • A Genetic Engineer should not deliberately and unreasonably prolong the performance of a game action once they have started it.
  • A Genetic Engineer should not use a Core, Building Blocks, or Appendix rules scam to directly or indirectly cause a Genetic Engineer to achieve victory.
  • A Genetic Engineer should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic, 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 Genetic Engineer or Genetic Engineers 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 Genetic Engineers and idle Genetic Engineers should be aware of the BlogNomic Community Guidelines. The contents of this page are not ruletext and are nonbinding as pertains to the ruleset, but Genetic Engineers are encouraged to commit to upholding them to whatever extent is possible.

Dynastic Rules

The Genome

The following letters are considered Nucleotides: A, C, G, T. The Genome is a publicly tracked sequence of Nucleotides.

Synthesis

If they have not done so since the last time the Synthesize action was performed (or if the Synthesize action has not yet been performed), each Genetic Engineer should, at their earliest convenience, privately submit to the Head Researcher a single Mutation that they wish to perform, or the fact that they do not want to perform any Mutations. The valid choices for Mutation are listed in the Mutations subrule. Each such Mutation has a Cost, which is the amount of Research Points that must be spent to submit the Mutation request and may be 0, and the Requirements, which must be true for the Genetic Engineer who is submitting the Mutation request and may be None. If a Genetic Engineer has made multiple such submissions, only their most recent submission is considered valid.

Submissions is the number of Genetic Engineers who have submitted Mutations since the last time the Synthesize action was performed (or since the beginning of the dynasty if the Synthesize action has never been performed) out of the total of active Genetic Engineers and is publicly tracked by the Head Researcher.

The Head Researcher can and should perform the Synthesize action once every Healthy Genetic Researcher has made a new submission to the Head Researcher since the last time the Synthesize action was taken (or since this rule was enacted if the Synthesize action has not been performed yet).

Synthesize is an atomic action consisting of the following steps:

  • Perform every valid Mutation submitted, with the following exception: if two or more Mutations specify the same position, those Mutations are instead not performed; for this purpose, insertion Mutations are not considered to specify the same position as any non-insertion Mutation. Perform insertions after all other Mutations, with insertions specifying later positions to be performed before insertions specifying earlier positions.
  • Processing them from left to right: for each set of three consecutive Nucleotides in the Genome, follow the corresponding instructions in the rule “Codons”.
  • Add a random Nucleotide to the beginning of the Genome.
  • For each Genetic Engineer whose non-empty Hypothesis is a subsequence of the Genome, increase their Understanding by N-3, where N is the length of their Hypothesis, and set their Hypothesis to empty.
  • For each Genetic Engineer with a Status of Injured who is in the Medlab, set their Status to Healthy.

Mutations

Mutation Cost Requirements
Change the Nucleotide at a specified position in the Genome to a different Nucleotide 0 None
Pick two distinct specified locations in the Genome and swap the two Nucleotides at those positions with each other 1 None
Insert any valid Nucleotide directly before a specified position in the Genome 2 Must be in the Computer Lab

When performing a Mutation, the Cost of that Mutation is increased by 1 for that performance if the changes caused by that performance would result in a Codon that has an Effect becoming a Codon with no Effect.

Codons

The following table lists sequences of three Nucleotides (known as Codons), along with their corresponding effect when the Synthesize action is performed. If a Codon does not appear in the table, it is considered to have no effect.

Codon Effect
ACT Add a new Organism to a random Containment Cell. The Genetic Engineers (if any) who most recently caused a Mutation in this Codon gain 1 Research Point each if they are in the Computer Room, 2 Research Points each if they are in any Room whose name starts with “Containment Cell” in which there is at least 1 Organism, and 0 Research Points otherwise..
ACC Move each Organism to a random Room connected to its current Position (excluding all Rooms with the word “Airlock” or “Freezer” in their names).
CGA Randomly select an Organism, then add 1 to its Stage if it is legal to do so
ATC For each Room where the total Stages of all Organisms in that Room exceeds the number of Genetic Engineers in that Room, set the Status of all Genetic Engineers in that Room to Injured.

Some Codons may be assigned to one or more Rooms, Organisms, and/or Genetic Engineers. There is a publicly tracked table that lists all such assignments.

Research Points

Each Genetic Engineer has a publicly tracked number of Research Points, defaulting to 0.

Each Genetic Engineer has a publicly tracked number of Understanding, defaulting to 0.

The Laboratory

The map of the Laboratory

The Laboratory consists of a number of named Rooms. Each Genetic Engineer has a publicly tracked Position that is a Room in the Laboratory, defaulting to the Computer Room. A Genetic Engineer or an Organism who has a Position of a specific Room is said to be “in” that Room. Otherwise, they are not “in” that Room.

Each white-floored area on the map which is enclosed by a black wall and which also contains a text string is a Room, with the string as its name. The thin white rectangles with no text are Doors: if two Rooms both adjoin the same Door, then those two Rooms are Connected.

If they have not done so since the last time that the Synthesize action was performed, a Genetic Engineer may change their Position to any Room that they can trace a path of Connected Rooms to from their current Position, so long as:-

  • That path does not involve using both doors of the Personnel Airlock
  • That path does not involve using the door that connects the Materials Airlock to the Wet Lab (the hatch is too small)

Organisms

There is a publicly tracked list of Organisms, defaulting to an empty list. Each Organism has a Position that is a publicly tracked Room. When adding an Organism to the publicly tracked list, the name of the Organism should be the text “SGL-” following by a number generated from rolling DICE10000, repeating this roll until the resulting name does not match any in the existing Organisms list.

Evolution

Each Organism has a publicly tracked number named “Stage” which defaults to 1.

If an Organism’s Stage is at least 3, a dynastic action may not increase that Organism’s Stage unless that Organism’s Codon can be found in the Genome at the time the dynastic action is performed.

Hypotheses

Each Genetic Engineer has a Hypothesis which is privately tracked by the Head Researcher, which is either empty or a sequence of 4 or more Nucleotids and defaults to empty. As a virtual action, a Genetic Engineer may pay 1 Research Point to set their Hypothesis to any valid Hypothesis that is not a subsequence of the Genome.

Injuries

Each Genetic Engineer has a publicly tracked Status which defaults to Healthy and may be one of the following: Healthy, Injured. When a Genetic Engineer’s Status is Injured, they may not take any dynastic actions other than changing their Position to another Room.


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 Head Researcher 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 Head Researcher 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.

Virtual Actions

A Virtual Action is a type of action that the Head Researcher performs on behalf of a Genetic Engineer. A Genetic Engineer may initiate a virtual action by privately communicating to the Head Researcher their request to do so, along with any additional information needed to carry it out. The Head Researcher shall resolve the Virtual Action by performing the following Atomic Action:

  1. Determine whether the Virtual Action fails (if it does not fail, it is successful).
  2. If the action is successful, apply any specified effects on the gamestate and/or perform any specified actions on behalf of the Genetic Engineer.

If a Virtual Action fails, the Head Researcher should tell the Genetic Engineer why. A virtual action may fail for any of these reasons:

  • Some requirements/prerequisites to perform the action are not met.
  • The request does not contain all the information needed to resolve the action.
  • The request is unintelligible, or too vague to interpret unambiguously.
  • It would require the Head Researcher to do something they cannot do.
  • Any other reason specified by the action itself.

Except where otherwise stated by the ruleset, the Head Researcher must resolve all virtual actions in the order that they are received. A virtual action is considered to have occurred at the time it was resolved.

Until a virtual action is resolved, it is pending. A Genetic Engineer may cancel a pending Virtual Action by privately communicating to the Head Researcher their request to do so.

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 Genetic Engineer 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 Genetic Engineer 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 Genetic Engineer 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 Genetic Engineer 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 Genetic Engineers.
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 Genetic Engineer's Effective Vote Comment with respect to a given Votable Matter is that Genetic Engineer's Comment to that Votable Matter, if any, that contains that Genetic Engineer's Vote on that Votable Matter.
Commentary
When posting a blog entry, a Genetic Engineer may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.
Discord
The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Genetic Engineers , as well as people who are not Genetic Engineers 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 Genetic Engineers who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).
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. Genetic Engineers are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored.
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 Genetic Engineers is half the number of Genetic Engineers in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Genetic Engineers it is referring to, it is referring to a Quorum of all Genetic Engineers.
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 Head Researcher.
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 “Genetic Engineers” 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 Genetic Engineer 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 Genetic Engineer has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icons; otherwise this can only be done as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a votable matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.

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 Head Researcher to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the Head Researcher 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 Genetic Engineer’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 Genetic Engineer may correct the representations to comply with the Gamestate.

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

Instead of repeatedly reverting and re-reverting a disputed alteration, however, Genetic Engineers 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 Genetic Engineer 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 Genetic Engineer with such access. Only a Genetic Engineer with such access may Enact that Votable Matter. If that Votable Matter does not name a Genetic Engineer 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 Genetic Engineer making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Genetic Engineer 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 Genetic Engineer performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all the steps are complete.
  • If a rule allows the Genetic Engineer performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.
  • If a Genetic Engineer arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action.
  • If one or more steps of an Atomic Action were done incorrectly, the Genetic Engineer must redo the Atomic Action; for that purpose, the Genetic Engineer uses any legal steps that have already been completed in the illegal Atomic Action and only redoes the illegal ones. (For example, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Genetic Engineer would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if they rolled the dice correctly but took an illegal step later on, the result of the original dice roll would still be used in the redone step.)
  • 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 Genetic Engineer can spend or pay from only their own values, and a rule that allows Genetic Engineers to transfer or pay a numeric value to another Genetic Engineer only allows them to transfer that value from themselves to that other Genetic Engineer (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 Genetic Engineer who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action’s effects are limited to changing values tracked in gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.
  • 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 Genetic Engineers 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 Head Researcher (including secretly random selections), then that information may only be revealed by the Head Researcher when the ruleset allows it. If a Genetic Engineer should already know such a piece of information (in that the Head Researcher has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Head Researcher 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 Genetic Engineer 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), Genetic Engineers may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.
  • If the Head Researcher has voted DEFERENTIAL on a Proposal, they are not considered to be a Genetic Engineer for the purposes of totaling quorum on that Proposal. Votes of DEFERENTIAL made by other Genetic Engineers on the same Proposal are not considered to be valid, but the Genetic Engineers 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 Genetic Engineer may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).

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.
  • Genetic Engineers 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 Genetic Engineers with the corresponding forms of the singular “they”.
  • A Genetic Engineer may reformat a list of items in the dynastic ruleset to have bullet points or other appropriate list markup, if doing so would not change the order of that list, nor how any rules interpreted its content.
  • A Genetic Engineer 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 Genetic Engineer if it is explicitly stated that it refers to a Genetic Engineer'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 Genetic Engineer's (or prospective Genetic Engineer'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 “Genetic Engineers may Kick each other” and “Genetic Engineers may not Kick each other on Tuesdays” exist, and it is Tuesday, Genetic Engineers 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 “Genetic Engineers may Punch a Spaceman on Friday” and “Genetic Engineers may not Punch Spacemen on Friday”, then Genetic Engineers may not Punch Spacemen on Friday).

Mentors

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

If an unmentored Genetic Engineer requests a Mentor, or a new Genetic Engineer has joined the game and has no Mentor, the Head Researcher should select a Tenured Genetic Engineer and ask them to take that Genetic Engineer on as a Mentee; if they accept, then such a Mentorship is established. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the Head Researcher should announce it in a blog post. The Head Researcher should take care to consider game balance when selecting a potential mentor.

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

If there is no Head Researcher, any Genetic Engineer who has been active in at least three previous dynasties may act as Head Researcher 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 Genetic Engineer 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 Genetic Engineers .
  • 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 “Genetic Engineer” and “Head Researcher”.

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

  • Genetic Engineer (Player)
  • Head Researcher (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.