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 Puzzlers shall obey it.
  
The Ruleset and Gamestate can only be altered in manners specified by the Ruleset.
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It comprises four Sections: 1) the “core rules” of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which set metagame parameters for the current dynasty; and 4) the appendix, which complements and clarifies the Ruleset.
  
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 Puzzler may update it to do so.
  
== Failed Experiments ==
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The gamestate tracking page for this dynasty is the [[Puzzle Board]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.
Any human may apply to join BlogNomic (if they are not already a 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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== Puzzlers ==
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A human with access to the blog who is not already a Puzzler may make a blog post making clear their wish to be a Puzzler (plural form Puzzlers); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Puzzler. (See the [[FAQ#Can_I_join_in.3F|FAQ]] for guidance on how to apply for access to the BlogNomic blog.)
  
Some 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 Puzzler may only change their name as a result of a Proposal approving the change.
  
===Idle Failed Experiments===
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Some Puzzlers are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Puzzlers who wish to become Admins may sign up with a username for the Ruleset Wiki, and submit a Proposal to make themselves Admins. Existing Admins may be removed from their posts by Proposal, CfJ, or voluntary resignation. Puzzlers may be made Admins through Proposal or CFJ.
  
Some 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 Puzzler may cease to be a Puzzler at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Puzzler in this way may not become a Puzzler again within the following two weeks.
  
If a Proposal contains a provision that targets a specifically named Idle 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 Puzzlers ===
  
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 Puzzler is Idle, this is tracked by their name being removed or concealed in the list of currently active Puzzlers in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “ Puzzlers ”, “Dynasties”, “Fair Play”, "Mentors" and any of those Rules’ subrules, Idle Puzzlers are not counted as Puzzlers . The combined term “Idle Puzzlers” can be used to refer to Puzzlers who are Idle even in rules that do not treat them as Puzzlers.
  
An Admin may render a 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 Puzzler, then that Idle Puzzler is considered to be Unidle solely for the purposes of enacting that specific provision.
  
Admins who are unidling themselves should, in their first vote following each unidling, highlight their changed idle status and any changes to quorum to have come about as a result of it.
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When a Puzzler is unidled, if they went Idle in the same Dynasty, their personal gamestate retains the last legally endowed values it had, if they are still valid. Otherwise (including if a value is invalid, does not exist, or the Puzzler Idled in a different Dynasty), the Puzzler is given the default value for new Puzzlers, if such a value exists.
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An Admin may render a Puzzler Idle if that Puzzler has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Puzzler has not posted an entry or comment in the past 168 Hours (7 days). In the latter case, the Admin must announce the idling in a blog post, and the 168 Hour idle timeout is considered to be reduced to 96 hours for that Puzzler during the current and subsequent dynasty. Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so. An Admin may Unidle a Puzzler if that Puzzler is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may Unidle themselves at any time, unless the Puzzler who would be Unidled has become Idle within the past 96 hours (4 days), and within the current Dynasty.
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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 Puzzlers (not including the Puzzle Master), then BlogNomic is on Hiatus.
  
 
== Dynasties ==
 
== Dynasties ==
BlogNomic is divided into a number of '''Dynasties'''. Each Dynasty may be headed by a single 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 Puzzler, known as the Puzzle Master. If there is no Puzzle Master, 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 Puzzler 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 Puzzle Master is not a Puzzler.
  
 
== 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 Puzzlers 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 Puzzler may cast one Vote on a Votable Matter by making a comment to the Official Post that comprises that Votable Matter using a voting icon of FOR, AGAINST, or DEFERENTIAL. Additional voting icons may be permitted in some cases by other rules. A valid Vote is, except when otherwise specified, a Vote of FOR or AGAINST. A Puzzler‘s Vote on a Votable Matter is the last valid voting icon that they have used in any comment on that Votable Matter. Additionally, if the author of a Votable Matter has not used a valid voting icon in a comment to the post, then the author’s Vote is FOR. A non-Puzzler never has a Vote, even if they were a Puzzler previously and had cast a valid Vote.
  
If a 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 Puzzler other than the Puzzle Master casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Puzzle Master. When the Puzzle Master has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the Puzzle Master’s Vote for the purposes of other rules unless otherwise specified. When the Puzzle Master themselves casts a vote of DEFERENTIAL, it indicates an indication of confidence in the votes of the other players; please see the Rules and Votable Matters section of the Appendix for more information on how this is resolved.
  
 
A Votable Matter is '''Popular''' if any of the following are true:
 
A Votable Matter is '''Popular''' if any of the following are true:
 
* 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 Puzzlers 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.
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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.
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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.
  
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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This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.
  
This rule cannot be overruled by Dynastic Rules 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 Puzzler may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Puzzler already has 2 Proposals pending or has already made 3 Proposals that day).
  
 
=== Special Proposal Voting ===
 
=== Special Proposal Voting ===
  
When a 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 Puzzler casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal '''Withdrawn''', even if the author later changes their Vote. The Puzzle Master may use VETO as a voting icon to cast a Vote on a Proposal; when the Puzzle Master casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Puzzle Master later changes their Vote.
  
 
=== Resolution of Proposals ===
 
=== Resolution of Proposals ===
  
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, Puzzler A gains 1 point”) or at all (e.g. applying to a rule which does not exist), that step is ignored for the purposes of Enactment; the Admin Enacting the Proposal shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in each step that was performed.
  
 
== Calls for Judgement ==
 
== Calls for Judgement ==
If two or more 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 Puzzlers actively disagree as to the interpretation of the Ruleset, or if a Puzzler feels that an aspect of the game needs urgent attention, then any Puzzler may raise a '''Call for Judgement''' (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category.
  
A Pending CfJ may be Enacted by any Admin if all of the following are 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 Puzzler (other than the Puzzle Master) believes that they have achieved victory in the current Dynasty, they may make a '''Declaration of Victory''' (abbreviated “DoV”) detailing this, by posting an entry in the “Declaration of Victory” category.
  
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 Puzzler’s vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Puzzler may be made unidle, and no new player joining requests may be administered.
  
A Pending DoV may be Enacted by any Admin if any of the following 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 Puzzlers, it has been open for at least 12 hours, and either the Puzzle Master has Voted FOR it or it has no AGAINST Votes.
* It 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 Puzzlers, and it has been open for at least 24 hours.
  
 
A Pending DoV may be Failed by any Admin if any of the following are true:
 
A Pending DoV may be Failed by any Admin if any of the following are true:
  
 
* 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 Puzzler who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was Failed.
  
When a DoV is enacted, all other pending DoVs are failed, 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 Puzzler who posted the DoV becomes Puzzle Master, and the game enters an Interregnum. When a DoV is enacted then all game actions that led up to it are considered to be upheld.
  
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 Puzzle Master must make an Ascension Address by posting an entry in the “Ascension Address” category. The Ascension Address should specify the Puzzle Master’s chosen theme for the new Dynasty, and it may optionally specifiy one or more of the following:
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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 Puzzle Master’s Imperial Style, which if specified is a set of nonbinding guidelines that the Puzzle Master is encouraged to follow, using the terms defined on the wiki page Imperial Styles.
  
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 Puzzle Master or any Puzzler (if it’s the latter, they must wait until at least 4 hours after that Ascension Address has been posted) may perform a Dynastic Reset, which is an atomic action with the following steps:
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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 Puzzler’s behaviour or actions are otherwise deemed unacceptable (socially or otherwise), a Proposal or CfJ may be made to reprimand or punish the perpetrator or, in cases of extreme or repeated violations, remove them from the game and bar them from rejoining. Puzzlers should vote against any DoV that relies on having broken a fair play rule.
  
= Dynastic Rules=
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* A single person should not control more than one non-Idle Puzzler within BlogNomic, and should announce publicly if they control both a non-Idle Puzzler and any Idle Puzzlers. This extends to exerting full control over the actions of another Puzzler, defined here as the controlled Puzzler’s game behavior being functionally indistinguishable from if the controlling Puzzler was logged into their account and playing through it, over a period of more than a day.
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* A Puzzler should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.
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* A Puzzler should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).
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* A Puzzler should not edit their own blog comments once posted, nor those of any other Puzzler.
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* A Puzzler should not edit the “Entry Date” field of a blog post.
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* A Puzzler should not make a DoV primarily to delay the game by putting it into Hiatus.
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* A Puzzler should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).
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* A Puzzler should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. a Puzzler must use their own name in the Dice Roller, when rolling dice.
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* A Puzzler should not deliberately and unreasonably prolong the performance of a game action once they have started it.
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* A Puzzler should not use a Core, Building Blocks, or Appendix rules scam to directly or indirectly cause a Puzzler to achieve victory.
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* A Puzzler should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic, nor trade actions or favours in one Dynasty of Blognomic for actions or favours in another Dynasty of Blognomic.
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*A person with administrative, moderation, or other heightened access to the software running or supporting BlogNomic should not take any action using such heightened access for the purpose of causing any Puzzler or Puzzlers to gain, receive, maintain, or preserve gameplay advantage unless any of the following is true:
 +
**Such action is required or explicitly permitted by the rules or required to implement an action required or explicitly permitted by the rules.
 +
**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 Puzzlers and idle Puzzlers should be aware of the BlogNomic [[Community Guidelines]]. The contents of this page are not ruletext and are nonbinding as pertains to the ruleset, but Puzzlers are encouraged to commit to upholding them to whatever extent is possible.
  
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.
 
  
A Failed Experiment whose Hunger becomes 100 or higher becomes Berserk if they aren’t already. Becoming Berserk raises your Suspicion by 30 if it’s the first time you’ve become Berserk within 48 hours, as you roar for food.
+
= Dynastic Rules =
  
If a Failed Experiment has 99 or less Hunger and they are Berserk, they become no longer Berserk.
+
== The Game Board ==
  
Berserk Failed Experiments cannot perform any Dynastic Action except those which cause their Distance to change or cause their Hunger to lower.
+
The Game Board is a publicly tracked 10 by 10 grid of cells. Each cell has an integer Row and Column, which are each between 1 and 10 and correspond to that cell’s position in the game board. Each Cell also has a Content which can be Lemon, Orange, Kiwi, Grape, Cherry, Star, Bomb, Snowflake, Lightning Bolt, or Empty and defaults to Empty. Cells whose Content is Empty are considered to be Empty.  
  
Berserk Failed Experiments cannot achieve Victory.
+
Two Cells are Adjacent of they either share the same Column and their Row differs by one, or they share the same Row and their Column’s differ by 1.
  
==Suspicion==
+
A Cell is Above another Cell if they share the same Column, and the first Cell’s Row is less than the Second cells Row. A Cell is Immediately Above another Cell if it is both above that cell and adjacent to it.
  
Failed Experiments have a Suspicion level, tracked in the GNDT, that defaults to 0.
+
A Cell is Below another Cell if they share the same Column, and the first Cell’s Row is greater than the Second cells Row. A Cell is Immediately Below another Cell if it is both below that cell and adjacent to it.
  
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.
+
If any cell of the game board is Empty, the game board is considered to be Out Of Date.
  
==Groups==
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If the Game Board is Out Of Date any Contestant may perform the following actions:
  
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.
+
* If there is an empty cell (cell A) that has a non-empty cell (cell B) immediately above it, move the contents of cell B to cell A
 +
* If there is an empty cell (cell A) such that every cell with a lower column is not empty, every cell above it is empty, and every cell below it is not empty, Fill Cell A.
  
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.
+
Filling a Cell consists of performing the following atomic action:
  
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.
+
* If the Cell is not Empty, cease performing the atomic action
 +
* Roll a FRUIT. If the result is not Tangelo, set the Cell’s content to be the result of the roll. If the result is Tangelo, randomly the Cell’s content to be either Star, Bomb, Lighting Bolt or Snowflake.
  
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.
+
These dice rolls may be made in advance when trying to filling multiple empty at the same time, using the first roll to fill the first slot that needs to be filled. (So, for example, if Row 1 Col 1, Row 2 Col 1, and Row 3 Col 1 are all empty, three FRUIT rolls may be made at the same time, using the result of the first roll to fill Row 3 Col 1, the second to fill Row 2 Col 1 and the third to fill Row 1 Col 1)
  
When a group has no members, it is removed from the Failed Experiments wiki page.
+
Each Cell is exactly one of the following, which is tracked with the colour of the Cell’s background on the game board:
 +
* A Plain Cell (white). Any Cell that isn’t any of the other possibilities in this list is a Plain Cell.
 +
* A Bonus Cell (gold), see “Turns” for more information
 +
* A Frozen Cell (light blue). If a Turn Action would change a Frozen Cell’s Content, or if it would “move” the Cell’s Content to another Cell, the action is instead considered illegal.
 +
* A Trap Cell (red), see “Turns” for more information
  
If an action has a Group Effect, the effect is applied to all members of the group that the performing Failed Experiment belongs to.
+
=== Collecting Cells ===
  
Each group has a Suspicion level, equal to the highest Suspicion level of the members of the group.
+
Collecting a group of Cells is an atomic action with the following steps that can be performed by a Puzzler, but only as elsewhere allowed by the ruleset:
  
“Team” and “Group” are synonyms.
+
* Start with a list of cells, known as the collection list. While the collection list is not empty, repeat the following steps
 +
** Take the first cell from the collection list
 +
** If that cell is a Bonus cell and its contents are Lemon, Orange, Kiwi, Grape, Cherry or Star, increase the Puzzler’s corresponding stat for the content of that cell by 1
 +
** If that cell is a Trap cell, decrease the Puzzler’s Matches by 1 (to a minimum of 0), their Multi Match Bonus by 5 (to a minimum of 0) and if its contents are Lemon, Orange, Kiwi, Grape, Cherry or Star, decrease the Puzzler’s corresponding stat for the content of that cell by 1 (to a minimum of 0)
 +
** Set the Cell Target to be an Empty Cell
 +
** If the contents of that Cell are Bomb, add all non-Empty non-Frozen cells that are adjacent to it, including cells whose Rows and Columns both differ from the selected cell by 1, to the Collection List
 +
** If the contents of that Cell are Snowflake, set the Cell Target to be a Frozen Cell, and set all plain cells that are not in the collection list and are adjacent to it to be Frozen Cells
 +
** If its contents are Lightning Bolt, set the Cell Target to be a Trap Cell
 +
** Set the contents of that cell to be empty
 +
** Make the cell whatever the current Cell Target is
 +
** Remove that cell from the collection list
  
===Group Spirit===
+
== Turns ==
  
Each Group with more than one member and that has existed for more than 72 consecutive hours, can, once per week, have a member of it make the Group gain 1 Spirit. Any Failed Experiment which is a member of a Group with Spirit can perform the following actions by paying the corresponding Spirit cost from the Spirit of their Group:
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Turn Order is a publicly tracked list of the names of Puzzlers. If a Puzzler’s name is at the start of the Turn Order list, it is considered to be that Puzzler’s Turn
  
*Synchronize (1 Spirit): Set the Suspicion of all members of the group to be the average of the Suspicion of all members of the group.
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If a Puzzler goes Idle, their name is removed from Turn Order
*Penguin Feeding (1 Spirit): Set the Hunger of all members of the group to be the average of the Hunger of all members of the group.
 
*Horizontal Gene Transfer (1 Spirit): Transfer one Ability from one Member to another.
 
  
==Abilities==
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If the Turn Order list is Empty, any Puzzler may generate a new Turn Order as an atomic action by randomly arranging the names in the Turn Completed, setting the Turn Order to a list of those randomly arranged names, and setting the Turn Completed to an empty list (Puzzlers may use a private method of their choosing rather than the Dice Roller for this step).
  
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:
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During their Turn a Puzzler may set their number of Coins to 3, provided they have not spent any Coins since the start of their most recent Turn.
  
* 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.
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Puzzlers may perform the Rotation action multiple times per turn, provided they spend the requisite number of Coins each time.
* 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.
 
* 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.
 
* Bulky (Manifest 50): You’re very robustly built. Your Max HP is increased by 12.
 
* Sneaky (Manifest 0): You need to have 150 Suspicion instead of 100 to be Captured.
 
* 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.
 
* 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.
 
* Spirit Form (Manifest 25): You may continue to take actions while Dead.
 
* Soulbreather (Manifest 5): You may lose 1 HP to set the HP of any Nearby Dead Failed Experiment to 1.
 
* Lone Wolf (Manifest 0): This ability, once per dynasty, can be acquired at any moment, other restrictions on Ability acquisitions notwithstanding. This Ability cannot be transferred or lost once acquired by someone. As a Weekly Action and only if a Group with more than one member exists, a Lone Wolf can set their Suspicion to be half its current amount as they’re able to be more sneaky, or tease a Group which has more than one member and increase the Hunger of each member of it by 50% of their current amount. A Lone Wolf is never part of a Group, other Group mechanics notwithstanding.
 
  
==Health==
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Any time during a Puzzler’s Turn, if the Game Board is not Out of Date, that Puzzler may perform Collect Match, and may perform it multiple times during their Turn. Collect Match is an atomic action with the following steps:
 +
* Select one Group of Cells that is considered a Match
 +
* Optionally select the cells of another Match that includes at least one currently selected cell. This step may be repeated any number of times.
 +
* Collect all selected cells, collecting cells with the lowest column first and then for those with the same column the highest row first.
 +
* Add 1 to that Puzzler’s Matches
 +
* Increase that Puzzler’s Multi Match Bonus by (X-5) * (X-4) / 2, where X is the total number of different cells that were selected during this specific instance of the atomic action
  
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.
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Turn Completed is a publicly tracked list of the names of Puzzlers, defaulting to a list containing the names of all Puzzlers whose name is not in the Turn Order. At any time during a Puzzler’s Turn, as an atomic action they may remove their name from the start of the Turn Order and add it to the end of the Turn Completed, at which point it is no longer that Puzzler’s Turn. At any time, a Puzzler whose name is not in either the Turn Order or Turn Completed may add their name to the end of the Turn Completed. If it is a Puzzler’s Turn, that Puzzler’s name may be removed from the Turn Order by any other Puzzler if it has been at least 6 hours since the Game Board was last modified and that Puzzler has performed at least one Turn Action since the Turn Order was last modified. However, if the Turn Order becomes empty as a result of this action or within 6 hours after this action was last performed, the Turn Order may not be modified again until at least 6 hours after this action was last performed. At any time, a Puzzler may remove their name from Turn Order or Turn Completed.
  
If a Failed Experiment’s HP is greater than their Max HP, their HP is set to their Max HP.
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=== Turn Actions ===
  
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.
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Turn Actions are atomic actions and have a cost, (which consist of a number of Coins and optionally a number of some or all of: Lemons, Oranges, Kiwis, Grapes, Cherries, Stars). At any time during a Puzzler’s Turn, that Puzzler may spend the cost of a Turn Action to perform that Turn Action.
  
==Distance==
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Turn Actions may not be performed if the Game Board is considered Out of Date.
  
Each Failed Experiment is at a Distance from the Laboratory, being an integer value of kilometres, defaulting to zero, and tracked in the GNDT.
+
The following are Turn Actions:
 +
* Rotation (Cost: 1 Coin)
 +
** Do exactly one of the following:
 +
*** Move all of the contents of one row left by 1 Cell, with the contents of the leftmost Cell of that row being moved to the rightmost Cell of that row.
 +
*** Move all of the contents of one row right by 1 Cell, with the contents of the rightmost Cell of that row being moved to the leftmost Cell of that row.
 +
*** Move all of the contents of one column up by 1 Cell, with the contents of the top Cell of that column being moved to the bottom Cell of that column.
 +
*** Move all of the contents of one column down by 1 Cell, with the contents of the bottom Cell of that column being moved to the top Cell of that column.
 +
* Swap (Cost: 1 Coin)
 +
** Choose two Cells that are adjacent to each other and swap their Contents
 +
* Seed (Cost: Free, if this turn action has not yet been performed this turn. Otherwise 1 coin)
 +
** Randomly select a cell by rolling a DICE10 DICE10 and using the first value for the row and second value for the column. If the cell is not already a bonus cell, it becomes a bonus cell.
 +
: When performing this turn action, the Puzzler performing it may spend one or more stars to repeat the above process of randomly selecting a cell and turning it into a bonus cell an additional three times per star spent
 +
* Morph (0 coins, and exactly 2 of one of the following: Lemons, Oranges, Kiwis, Grapes, Cherries or Stars)
 +
** Choose a cell. Replace the contents of that cell with matching resource spent to perform this action (i.e. if Lemons were spent, replace the content of that cell with a Lemon)
 +
* Market (Cost: 1 Lemon, 1 Orange, 1 Kiwi, 1 Grape, and 1 Cherry)
 +
** Gain 2 Coins
 +
* Activate (Cost: 1 Coin)
 +
** Collect a cell whose contents are Bomb, Snowflake or Lightning Bolt
 +
* Thaw (Cost: Exactly 1 of one of the following: Lemons, Oranges, Kiwis, Grapes, or Cherries)
 +
** Choose a Frozen Cell whose Content is the same as the resource spent for this action and make it a Plain Cell
 +
* Fruit Juicer (Cost: 3 Coins and exactly 1 of one of the following: Lemons, Oranges, Kiwis, Grapes, or Cherries)
 +
** Select any 5 Plain Cells, without selecting any Cell more than once, whose Content is the same as the resource spent for this action. Collect the selected Cells and add 1 to your Matches.
 +
* Wager (Cost: 1 Coin)
 +
** Set your Bet to a valid non-empty value.
 +
* Collect Winnings (Cost: Free if you have not yet performed any Turn Action or Collect Match on this Turn, otherwise you cannot perform this Turn Action)
 +
** If your Bet is not empty and the Cell at the Row and Column mentioned in your Bet has a Content that matches the one in your Bet, add 1 to your Coins.
 +
** Set your Bet to empty.
 +
* Lemonade (Cost: 2 Lemons)
 +
** On your next Collect Match action this turn, you may consider a Group to require only 4 Cells instead of 5 Cells.
 +
* Runaway Reel (Cost: 2 Oranges)
 +
** On your next Rotation action this turn, rotate the selected row (resp. column) any number of times instead of just once.
 +
* Diagonal Slice (Cost: 2 Kiwis)
 +
** On your next Collect Match action this turn, you may consider an unbroken sequence of 5 diagonally adjacent Cells to be a Group. (Two cells are diagonally adjacent if both their row numbers and their column numbers differ by 1.)
 +
* Sticky Reels (Cost: 2 Grapes)
 +
** On your next Rotation action this turn, instead of rotating a single row (resp. column), rotate up to 3 consecutive rows (resp. columns) in the same direction.
 +
* Cherry Bomb (Cost: 2 Cherries)
 +
** Collect all Cells in any one column.
 +
* Bank (Cost: 1 Coin)
 +
** When performing this turn action, you may reduce your Matches by M (to a minimum of 0) , where M is a non-negative integer, to increase your score by 10*M
 +
** When performing this turn action, you may reduce your Multi Match Bonus by B (to a minimum of 0) , where B is a non-negative integer, to increase your score by B
 +
** When performing this turn action, you may reduce your Lemons, Oranges, Kiwis, Grapes and/or Cherries by X (to a minimum of 0) , where X is a non-negative integer, to increase your score by 5*X. This may be performed separately for each resource type.
 +
** When performing this turn action, you may reduce your Stars by S (to a minimum of 0) , where S is a non-negative integer, to increase your score by 10*S
 +
* Disarm (Exactly 2 of one of the following: Lemons, Oranges, Kiwis, Grapes, or Cherries)
 +
** Choose a Trap Cell whose Content is the same as the resources spent for this action and make it a Plain Cell.
  
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):
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=== Queued Actions ===
  
* Forest: You can hunt or forage for food. Lower your Hunger by 10.
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There is a publicly tracked list called the Action Queue. During a Puzzlers Turn, that Puzzler may append to end of the Action Queue a Turn Action or a Collect Match action that they wish to take, along with their name (paying the cost of the action, if any). At any time, any Puzzler may remove the first action from the Action Queue and perform that action on behalf of the Puzzler who added the action to the Action Queue, provided the action would be legal. For the purposes of determining legality, these actions are considered to take place at the time they were added, and considered to be performed by the Puzzler who added them to the Action Queue. If the first action would be illegal, any Puzzler may remove it from the Action Queue (refunding the cost paid, if any).
* 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.
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If the Action Queue is not empty, Puzzlers may not take any Turn Actions or Collect Match actions, except via the Action Queue.
  
At any time, a Failed Experiment may increase their Suspicion or Hunger by 5 (or by 1 if they are not Exposed) to increase or decrease their Distance by up to 5
+
== Coins ==
  
Two Failed Experiments are Nearby one another if they have the same Distance value. A Failed Experiment is always Nearby itself.
+
Each Puzzler has a publicly tracked number of Coins, defaulting to 3.
  
==Death==
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== Matches ==
  
If a Failed Experiment’s HP is 0, then they are considered Dead. Dead Failed Experiments cannot achieve Victory. A Dead Failed Experiment without the Spirit Form Ability cannot take actions in the dynastic ruleset except for those in this rule. Dead Failed Experiments cannot have their Hunger or HP altered, except by effects which explicitly apply to Dead Failed Experiments.
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Each Puzzler has a publicly tracked number of Matches, defaulting to 0. Each Puzzler also has a publicly tracked numerical Multi Match Bonus, which also defaults to 0.
  
As a daily action, a Dead Failed Experiment may set all of their GNDT variables and their Abilities to the default values that a new Failed Experiment would have if they joined at that moment.
+
Each Puzzler has a publicly tracked number (defaulting to 0) of each of the following: Lemons, Oranges, Kiwis, Grapes, Cherries, Stars.
  
==Capture==
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A Group is a set of 5 Cells where the set of Cells in the Group form an unbroken sequence of Adjacent Cells all in the same Row or all in the same Column, and none of those Cells in that Group are Empty. If a Group of Cells all have the same Content, this is considered a Match. For the purposes of determining a Match,  a Cell in a Group where that Cell has the Content of Star or Lightning Bolt is considered to have the same Content as any other Cell in that same Group.
  
If the Suspicion of a Failed Experiment is greater than 100 for the purposes of this rule they are considered Captured.
+
== Betting ==
  
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.
+
Each Puzzler has a publicly tracked Bet, which may be one of the following:
 +
* Empty
 +
* One of Lemon, Orange, Kiwi, Grape, or Cherry, followed by the row and column of a Cell in the format “Row-Column”.
  
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:
+
== Score ==
<blockquote>
 
As a daily action, a Captured Failed Experiment may attempt to escape the nets by rolling DICE3. On a roll of 1, their Suspicion is set to 75; on a 2 or greater, their Distance is set to 0 and their Hunger to 0.
 
</blockquote>
 
Captured Failed Experiments cannot achieve Victory.
 
  
==Cranky Grasstooth==
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Each Puzzlers has a score, which defaults to 0.
  
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.
+
If the Turn Order list is Empty and a single puzzler has a score greater than the score of any other puzzler and also greater than 500, that puzzler has achieved victory
  
The Treasures are the following:
 
  
*'''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.
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<!-- DYNASTIC RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --><br />
*'''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 Puzzle Master specifies the Building Blocks rules in use for a new dynasty in an Ascension Address, they should specify (by name) the rules from the Building Blocks page that they would like to be included in this section of the ruleset. When a Dynastic Reset is performed, the Building Blocks rules selected in the most recent Ascension Address (if any) must be transcribed faithfully to this section of the ruleset, and any Building Blocks rules not so named in that Ascension Address must be removed from the Building Blocks section. Some rules on the Building Blocks page are listed as being Recommended; if the new Puzzle Master makes no statement on Building Blocks rules to be included in their Ascension Address then the Recommended Building Blocks are considered to have been selected. There are currently no Recommended Building Blocks.
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.
+
==Low-Player Mode==
 +
The Core Rule Dormancy is flavour text.
  
Example Combo
+
==Everyone’s Playing==
*1 [action one] ([gamestate before action] -> [gamestate after action])
+
For the purposes of all dynastic and Building Blocks rules, the Puzzle Master is a Puzzler.
*2 [action two] ([gamestate before action] -> [gamestate after action])
 
*3 [atomic action] {[gamestate before atomic action]}
 
*3a [first atomic substep] ([gamestate before substep] -> [gamestate after substep])
 
*3b [second atomic substep] ([gamestate before substep] -> [gamestate after substep]) {[gamestate after atomic action]}
 
*4 [action four] ([gamestate before action] -> [gamestate after action])
 
*etcetera . . .
 
  
If any actions require a die roll or other random event that is visible to the public, 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.
+
==Reinitialisation==
  
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.
+
If they have not already done so in the current dynasty, A Puzzler may make a post to the blog announcing that they are Reinitialising; if they do so then they must immediately set all of their gamestate tracked values to their defaults for new players, and if the Puzzle Master is privately tracking any information about them then they should do likewise at their first opportunity. When a Puzzler has Reinitialised, they are considered to have undertaken no actions in this dynasty for the purposes of determining the validity of limited actions taken after the Reinitialisation, except for the action of Reinitialising itself.
 
 
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 321: Line 359:
  
 
==Keywords==
 
==Keywords==
A keyword defined by a rule supersedes the normal English usage of the word. A keyword defined in this glossary supersedes that defined by a rule. (eg. A rule specifying "bananas are blue" cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying "every day is Sunday" will be overruled by the glossary entry below.)
+
A keyword defined by a rule supersedes the normal English usage of the word. A keyword defined in this glossary supersedes that defined by a rule. (e.g. A rule specifying “bananas are blue” cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying “every day is Sunday” will be overruled by the glossary entry below.)
  
;Can
+
===Imperatives===
:"is able to"
+
;Can: “is able to”
 +
;Shall: “is required to”
 +
;Should: “is recommended that”
  
;Comment
+
===Time===
:A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]
+
;Daily Action: If a game action is a Daily Action, each Puzzler able to perform it may take that action once each day, but not more than once every ten hours.
 +
;Daily Communal Action: A Daily Communal Action is a Daily Action that can only be performed by one Puzzler per day.
 +
;Day: References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.
 +
;Week: References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.
 +
;Weekly Action: If a game action is a Weekly Action, each Puzzler able to perform it may take that action once each week, but not more than once every twenty-four hours.
 +
;Weekly Communal Action: A Weekly Communal action is a Weekly Action that can only be performed by one Puzzler per week.  
  
;Core Proposal
+
===Other===
:A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of admin status from one or more 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 Puzzlers.
 +
;Dice: References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.
 +
;Dynastic Action: An action that is defined in the Dynastic rules.
 +
;Dynastic Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.
 +
;Effective Vote Comment (EVC): A Puzzler's Effective Vote Comment with respect to a given Votable Matter is that Puzzler's Comment to that Votable Matter, if any, that contains that Puzzler's Vote on that Votable Matter.
 +
;Commentary: When posting a blog entry, a Puzzler may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.
 +
;Discord: The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Puzzlers , as well as people who are not Puzzlers but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.
 +
;Discord Channel: A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Puzzlers who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).
 +
;Flavour Text: If a part of the ruleset or gamestate is defined as being “flavour text”, it retains its context, but is not considered to have any meaning beyond being a string of characters. Puzzlers are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored.
 +
;Gamestate: Any information which the Ruleset regulates the alteration of. All wiki pages that the rules and Building Blocks explicitly mention (except for the FAQ, the dynastic histories and discussion pages) and any images or Templates contained within (or indirectly invoked by Templates contained within) those Wiki Pages are assumed to be Gamestate.
 +
;<span id="hiatus">Hiatus</span>: If BlogNomic is on Hiatus, Dynastic Actions may not be taken (except where the rule defining the action explicitly requires it to be taken during Hiatus), and Proposals may not be submitted or Resolved. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.
 +
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]
 +
;Quorum: Quorum of a subset of Puzzlers is half the number of Puzzlers  in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Puzzlers it is referring to, it is referring to a Quorum of all Puzzlers.
 +
;Resolve/Resolution: If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting, failing, or marking illegal a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words. The resolution of a votable matter is tracked by reference to its status in the blog post edit form. If otherwise legally applied, the application of any status through the blog post editing form is sufficient to consider that votable matter to have been correctly resolved, but a resolved votable matter should have the correct status wherever possible; if any admin believes that a resolved votable matter has an incorrect status then they may correct it.
 +
;Rule: Each individually numbered and titled block of text (using the wikimedia section heading formatting) of the Ruleset is a rule, including rules that are subrules of other rules; with the exception that the top-level headings defined as ‘sections’ in the rule “Ruleset and Gamestate” are considered sections but not rules themselves.
 +
;Sticky Post: A blog post where the “Make Entry Sticky” option has been enabled. Changing the state of this option is not considering altering or modifying the post with regards to the rules on Official Posts. The sticky status of posts should generally be left to the discretion of the Puzzle Master.
 +
;Story Post: A Story Post is an entry in the “Story Post” category.
 +
;Subject: The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.
 +
;Seasonal Downtime: On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Puzzlers” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.
 +
;Subrule: A subrule is a type of rule that is hierarchically ordered beneath another rule. Rules and proposals that refer to a rule do not also refer to its subrules, unless otherwise specified.
 +
;Table of Contents: The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.
 +
;Uphold: To Uphold an illegal action is to retroactively declare the attempt to take it to have been successful, and to declare that all attempted game actions taken after it were attempted as if the Upheld action had been successful.
 +
;Vote: The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule “Votable Matters”. The word “Vote”, used as a verb, means the act of casting such a Vote.
 +
;Voting Icons: For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.
 +
;Wiki: The BlogNomic Wiki at http://wiki.blognomic.com
  
;Daily Action
+
== Gamestate Tracking ==
:If a game action is a Daily Action, each 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 Puzzler may [http://blognomic.com/update/index.php?C=publish post] to the blog at any time, but may only make official posts to the blog when the [[#Ruleset and Gamestate|Ruleset]] allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.
:References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.
 
  
;Dice
+
An official post may only be removed as allowed by the Ruleset. An official post may be altered by its author if it is less than 4 hours old and either no Puzzler has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icons; otherwise this can only be done as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a votable matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.
:References to "YDICEX" refer to Y X-sided dice, rolled within the GNDT. To roll dice, post DICEX in the comments field of the GNDT, replacing X with the number of sides on the die you wish to roll.
 
  
;Dynastic Proposal
+
A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no comments, the author may change the categories as they wish. Secondly, if a post is less than six hours old and appears to the Puzzle Master to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the Puzzle Master may move it into the Proposal category, causing it to be considered to have been open for voting since the time that the post was first posted.
:A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.
 
  
;Effective Vote Comment (EVC)
+
Any post that is or is made illegal as a result of an infraction against any of the prohibitions set out in this rule, except for a votable matter’s illegal resolution that has been overturned, continues to be an Official Post but may no longer have any effect on the ruleset or the gamestate. If it is a Votable Matter then it is Unpopular, regardless of any other performance against criteria set out in the core rules. When it is resolved it may be marked as Illegal by the resolving admin. A post that is illegal in this manner cannot subsequently be made legal by any means, except for the legal enactment of a CFJ. An illegal CFJ cannot cause itself to become legal.
:A 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 Puzzler’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Puzzler may correct the representations to comply with the Gamestate.
  
;Gamestate
+
If a Puzzler feels that a representation of the gamestate (such as a wiki page) does not match the gamestate, they may either:
:Any information which the Ruleset regulates the alteration of.  All GNDT columns that the Dynastic Rules explicitly mention are assumed to be Gamestate, as are all Wiki Pages that the Dynastic Rules explicitly mention except for dynastic histories and discussion pages.
 
  
;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 Puzzler, if doing so would not require the correcting Puzzler to make any decisions on behalf of the original Puzzler.
 +
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Puzzlers are encouraged to raise a Call for Judgement.
 +
The historical fact of the occurrence of a defined game action is itself considered to be gamestate, tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page [[Gamestate Modifications]] if this is not possible.
  
;May 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 Puzzler 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 Puzzler with such access. Only a Puzzler with such access may Enact that Votable Matter. If that Votable Matter does not name a Puzzler with such access, that Votable Matter is Illegal.
:"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 Puzzler making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Puzzler making this determination may do so using a private method of their choosing, instead of the Dice Roller.
:"is 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 Puzzler performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all the steps are complete.
 +
* If a rule allows the Puzzler performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.
 +
* If a Puzzler arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action.
 +
* If one or more steps of an Atomic Action were done incorrectly, the Puzzler must redo the Atomic Action; for that purpose, the Puzzler uses any legal steps that have already been completed in the illegal Atomic Action and only redoes the illegal ones. (For example, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Puzzler would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if they rolled the dice correctly but took an illegal step later on, the result of the original dice roll would still be used in the redone step.)
 +
* For the purposes of determining the ordering or legality of game actions, the time of an Atomic Action shall be the time that it is completed. For Atomic Actions that are redone, the time of completion is the last redone step.
  
;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 Puzzler can spend or pay from only their own values, and a rule that allows Puzzlers to transfer or pay a numeric value to another Puzzler only allows them to transfer that value from themselves to that other Puzzler (of their choice unless otherwise stated).
 +
* If a Dynastic Action is defined as having a cost X of numeric value V, or defines a requirement to spend, pay, or lose X of numeric value V to accomplish an effect or multiple effects, then the arithmetic effects of spending or payment and the act of carrying out those effects are considered to be subsequent steps in an Atomic Action, with the spending or payment step taking place before the effects step unless stated otherwise.
 +
* A Puzzler who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action’s effects are limited to changing values tracked in gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.
 +
* If a rule implies that the result of any calculation should be an integer (for instance, by attempting to store that result in, or add it to, a gamestate variable that can only hold integers), the result of the calculation is instead the result rounded towards 0.
 +
* If a game variable has a default value but no defined starting value, then its default value should also be considered a starting value. If a game variable has neither a default value nor a starting value, then both may be considered to be the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”). For the purposes of this bullet point, the names of Puzzlers are not considered to be legal values for game variables, nor for list items within game variables.
 +
* If the rules that define a game variable are amended, and some previously valid values become invalid as a consequence, any existing variables whose current values would become invalid are instead set to their starting value.
 +
* Invalid values for game variables can never be used, even if the values stored in a gamestate-tracking entity remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)
 +
* DICEN cannot be rolled in the Dice Roller if N is greater than one million.
 +
* If a piece of information is described as being tracked secretly or privately by the Puzzle Master (including secretly random selections), then that information may only be revealed by the Puzzle Master when the ruleset allows it. If a Puzzler should already know such a piece of information (in that the Puzzle Master has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Puzzle Master may repeat it to them.
 +
* A range of numerical values stated to be “between” one value and another value is treated as an inclusive range unless otherwise explicitly stated.
  
;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 Puzzler may delete it from the ruleset.
 +
* A rule may be accompanied by one or more illustrations, and an illustration may have a caption. In all situations, unless otherwise explicitly stated, an illustration and a caption to an illustration must be treated as flavour text.
 +
* When the ruleset calls for the use of a specific tool (such as the dice roller, or an off-domain website, or a specific piece of downloadable software), Puzzlers may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.
 +
* If the Puzzle Master has voted DEFERENTIAL on a Proposal, they are not considered to be a Puzzler for the purposes of totaling quorum on that Proposal. Votes of DEFERENTIAL made by other Puzzlers on the same Proposal are not considered to be valid, but the Puzzlers who made them still contribute to quorum
  
;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 Puzzler may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).
  
;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.
 +
* Puzzlers may correct obvious spelling, punctuation, and/or typographical mistakes in the Ruleset, the Building Blocks page, and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Puzzlers with the corresponding forms of the singular “they”.
 +
* A Puzzler may reformat a list of items in the dynastic ruleset to have bullet points or other appropriate list markup, if doing so would not change the order of that list, nor how any rules interpreted its content.
 +
* A Puzzler may change the layout or design of a gamestate wiki page if doing so would not change how any rules interpreted its content.
  
;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 Puzzler if it is explicitly stated that it refers to a Puzzler's name.
 +
* If a rule would ever have no name, it is instead given the name of the Votable Matter that created it, or (if this is not possible) the name “Unnamed Rule”.
 +
* The names of rules and wiki pages (other than the Ruleset) are flavour text.
 +
* Subrules can be referred to by a name which incorporates name of the rule they are a subrule of. Example: a subrule of the rule “Gin” is a “Gin Rule”, however the rule “Gin” is not a “Gin Rule” because it’s not a subrule of the rule “Gin”.
 +
* When referring to a Votable Matter, the name used in reference to a specific Votable Matter may be simplified by not including braces and any text between the opening and closing braces. i.e. a Votable Matter named “Changes [Core]” could instead be referred to by the name “Changes”.
 +
* When referring to a Rule, the name used in reference to a specific Rule may be simplified by not including braces and any text between a pair of opening and closing braces, as long as such a reference would be unambiguous.
 +
* Where a Votable Matter refers to a second Votable Matter by name, it is assumed to refer to the most recently posted Votable Matter of that name which pre-dates the first Votable Matter.
 +
* When changing their name or joining the game for the first time, a Puzzler's (or prospective Puzzler's ) new name must be between 3 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes.
  
;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 “Puzzlers may Kick each other” and “Puzzlers may not Kick each other on Tuesdays” exist, and it is Tuesday, Puzzlers may not Kick each other);
 +
# If two contradicting parts have the same scope, or have scopes that only overlap where they contradict each other, the negative rule applies (e.g. with “Puzzlers may Punch a Spaceman on Friday” and “Puzzlers may not Punch Spacemen on Friday”, then Puzzlers may not Punch Spacemen on Friday).
  
;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 Puzzler may have another Puzzler as a Mentor. Puzzlers who are willing to act as a Mentor are listed on the [[Mentorships]] wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Puzzler who has requested a change on their own behalf, from this list at any time. The Mentorships page is also used to list the names of players who are prohibited from becoming Tenured; this list may only be amended by the effect of a votable matter.
:If 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 Puzzler requests a Mentor, or a new Puzzler has joined the game and has no Mentor, the Puzzle Master should select a Tenured Puzzler and ask them to take that Puzzler on as a Mentee; if they accept, then such a Mentorship is established. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the Puzzle Master should announce it in a blog post. The Puzzle Master should take care to consider game balance when selecting a potential mentor.
:A 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 Puzzler 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 Puzzle Master, any Puzzler who has been active in at least three previous dynasties may act as Puzzle Master for the purposes of this rule.
  
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 Puzzler 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 Puzzlers .
 +
*The mentor should consider copying the mentee in on private, game-related communications, where it does not unfairly prejudice their own interests. The mentee should keep this information private without explicit consent from the mentor.
 +
*The mentor and mentee may work together to achieve victory. If a mentor achieves victory with support of their mentee then they should, if the mentee wishes it, pass the baton to the mentee.
  
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''.
+
== Synonyms ==
* 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===
 
* 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 “Puzzler” and “Puzzle Master”.
* For the purpose of all rules, time in Blognomic is in UTC.
 
* All references to time must be either specific or defined within the ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. "dinnertime", "twilight") cannot be achieved until they fulfil one of these criteria.
 
* Where the month, day and/or year of a calendar date are ambiguous (eg. "04/10/09"), it shall be assumed that the date is in a day/month/year format.
 
  
===Spelling===
+
Each term in this list is synonymous with the term in parentheses
* Superficial differences between the spelling of geographic versions of English, e.g, British English, American English and Australian English shall be construed as irrelevant for the purposes of play.
 
  
===Names===
+
* Puzzler (Player)
* Within the ruleset, a word only refers to the name of a Failed Experiment if it is explicitly stated that it refers to a Failed Experiment's name.
+
* Puzzle Master (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 21:40, 26 September 2024

Core Rules

Ruleset and Gamestate

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

It comprises four Sections: 1) the “core rules” of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which set metagame parameters for the current dynasty; and 4) the appendix, which complements and clarifies the Ruleset.

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

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

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

Puzzlers

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

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

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

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

Idle Puzzlers

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

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

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

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

Admins who are unidling themselves should, in their first vote following each unidling, highlight their changed idle status and any changes to Quorum to have come about as a result of it.

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

Dormancy

If there are fewer than four Puzzlers (not including the Puzzle Master), then BlogNomic is on Hiatus.

Dynasties

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

An Interregnum is the period between dynasties, after a DoV has been enacted and before a Dynastic Reset has been performed. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Puzzler may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out.

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

Votable Matters

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

Votes

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

If a Puzzler other than the Puzzle Master casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Puzzle Master. When the Puzzle Master has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the Puzzle Master’s Vote for the purposes of other rules unless otherwise specified. When the Puzzle Master themselves casts a vote of DEFERENTIAL, it indicates an indication of confidence in the votes of the other players; please see the Rules and Votable Matters section of the Appendix for more information on how this is resolved.

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

  • It has a number of FOR Votes that exceed or equal Quorum.
  • It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, and more valid Votes cast on it are FOR than are AGAINST.

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

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

Enacting and Failing

Votable matters have a status, which can either be Pending, Enacted, Failed, or Illegal. When a votable matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.

A votable matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When an admin resolves a votable matter they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.

A votable matter may not be resolved except as directed by the ruleset, and the status of a resolved votable matter, once resolved, is determined by the votes cast upon it, as assessed by the rules that govern the specific kind of votable matter (as well as any other considerations regarding the legality of the votable matter, such as the stipulations put forward in the Appendix rule Official Posts). When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.

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

Tags

Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).

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

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

Proposals

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

Special Proposal Voting

When a Puzzler casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal Withdrawn, even if the author later changes their Vote. The Puzzle Master may use VETO as a voting icon to cast a Vote on a Proposal; when the Puzzle Master casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Puzzle Master later changes their Vote.

Resolution of Proposals

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

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

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

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

If a Proposal somehow ends up being pending for more than 7 days, it is ignored for the purpose of calculating the oldest pending Proposal, and can be failed by any Admin.

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

Calls for Judgement

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

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

  • It is Popular.

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

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

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

This Rule may not be overruled by Dynastic Rules.

Victory and Ascension

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

A Puzzler’s vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. If there is at least one pending DoV, BlogNomic is on Hiatus, no Idle Puzzler may be made unidle, and no new player joining requests may be administered.

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

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

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

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

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

When a DoV is Enacted, all other pending DoVs are Failed, the Puzzler who posted the DoV becomes Puzzle Master, and the game enters an Interregnum. When a DoV is enacted then all game actions that led up to it are considered to be upheld.

If the game is in an Interregnum then the new Puzzle Master must make an Ascension Address by posting an entry in the “Ascension Address” category. The Ascension Address should specify the Puzzle Master’s chosen theme for the new Dynasty, and it may optionally specifiy one or more of the following:

  • New dynasty-specific terms as outline in the rule “Synonyms”
  • A number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed)
  • Any number of Building Blocks rules to remove or insert, as per the instructions in the Building Blocks section
  • The name of the gamestate tracking page referred to in the rule “Ruleset and Gamestate” to a different page that does not exist and does not start with the word “Ruleset”
  • The Puzzle Master’s Imperial Style, which if specified is a set of nonbinding guidelines that the Puzzle Master is encouraged to follow, using the terms defined on the wiki page Imperial Styles.

If it has not been done since the most recent posting of an Ascension Address, the Puzzle Master or any Puzzler (if it’s the latter, they must wait until at least 4 hours after that Ascension Address has been posted) may perform a Dynastic Reset, which is an atomic action with the following steps:

  • Update the Ruleset to reflect any changed terms as outlined in the most recent Ascension Address.
  • Repeal any dynastic rules which were not listed to be kept in the most recent Ascension Address.
  • Update the gamestate tracking page referred to in the rule “Ruleset and Gamestate” with the name specified in the most recent Ascension Address, if any.
  • Make any specified or automatic changes to the Building Blocks section of the ruleset as described in the most recent Ascension Address.
  • Update the Building Blocks page to reflect any changes to the terms outlined in the rule Synonyms.


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

Fair Play

The following are BlogNomic’s rules of fair play. If any of these rules are found to have been broken, or if a Puzzler’s behaviour or actions are otherwise deemed unacceptable (socially or otherwise), a Proposal or CfJ may be made to reprimand or punish the perpetrator or, in cases of extreme or repeated violations, remove them from the game and bar them from rejoining. Puzzlers should vote against any DoV that relies on having broken a fair play rule.

  • A single person should not control more than one non-Idle Puzzler within BlogNomic, and should announce publicly if they control both a non-Idle Puzzler and any Idle Puzzlers. This extends to exerting full control over the actions of another Puzzler, defined here as the controlled Puzzler’s game behavior being functionally indistinguishable from if the controlling Puzzler was logged into their account and playing through it, over a period of more than a day.
  • A Puzzler should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.
  • A Puzzler should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).
  • A Puzzler should not edit their own blog comments once posted, nor those of any other Puzzler.
  • A Puzzler should not edit the “Entry Date” field of a blog post.
  • A Puzzler should not make a DoV primarily to delay the game by putting it into Hiatus.
  • A Puzzler should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).
  • A Puzzler should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. a Puzzler must use their own name in the Dice Roller, when rolling dice.
  • A Puzzler should not deliberately and unreasonably prolong the performance of a game action once they have started it.
  • A Puzzler should not use a Core, Building Blocks, or Appendix rules scam to directly or indirectly cause a Puzzler to achieve victory.
  • A Puzzler should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic, nor trade actions or favours in one Dynasty of Blognomic for actions or favours in another Dynasty of Blognomic.
  • A person with administrative, moderation, or other heightened access to the software running or supporting BlogNomic should not take any action using such heightened access for the purpose of causing any Puzzler or Puzzlers to gain, receive, maintain, or preserve gameplay advantage unless any of the following is true:
    • Such action is required or explicitly permitted by the rules or required to implement an action required or explicitly permitted by the rules.
    • A reasonable, impartial, and prudent external observer would deem such action necessary or reasonable for the purpose of supporting, moderating, or administering BlogNomic or such software.

All Puzzlers and idle Puzzlers should be aware of the BlogNomic Community Guidelines. The contents of this page are not ruletext and are nonbinding as pertains to the ruleset, but Puzzlers are encouraged to commit to upholding them to whatever extent is possible.

Dynastic Rules

The Game Board

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

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

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

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

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

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

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

Filling a Cell consists of performing the following atomic action:

  • If the Cell is not Empty, cease performing the atomic action
  • Roll a FRUIT. If the result is not Tangelo, set the Cell’s content to be the result of the roll. If the result is Tangelo, randomly the Cell’s content to be either Star, Bomb, Lighting Bolt or Snowflake.

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

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

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

Collecting Cells

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

  • Start with a list of cells, known as the collection list. While the collection list is not empty, repeat the following steps
    • Take the first cell from the collection list
    • If that cell is a Bonus cell and its contents are Lemon, Orange, Kiwi, Grape, Cherry or Star, increase the Puzzler’s corresponding stat for the content of that cell by 1
    • If that cell is a Trap cell, decrease the Puzzler’s Matches by 1 (to a minimum of 0), their Multi Match Bonus by 5 (to a minimum of 0) and if its contents are Lemon, Orange, Kiwi, Grape, Cherry or Star, decrease the Puzzler’s corresponding stat for the content of that cell by 1 (to a minimum of 0)
    • Set the Cell Target to be an Empty Cell
    • If the contents of that Cell are Bomb, add all non-Empty non-Frozen cells that are adjacent to it, including cells whose Rows and Columns both differ from the selected cell by 1, to the Collection List
    • If the contents of that Cell are Snowflake, set the Cell Target to be a Frozen Cell, and set all plain cells that are not in the collection list and are adjacent to it to be Frozen Cells
    • If its contents are Lightning Bolt, set the Cell Target to be a Trap Cell
    • Set the contents of that cell to be empty
    • Make the cell whatever the current Cell Target is
    • Remove that cell from the collection list

Turns

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

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

If the Turn Order list is Empty, any Puzzler may generate a new Turn Order as an atomic action by randomly arranging the names in the Turn Completed, setting the Turn Order to a list of those randomly arranged names, and setting the Turn Completed to an empty list (Puzzlers may use a private method of their choosing rather than the Dice Roller for this step).

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

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

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

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

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

Turn Actions

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

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

The following are Turn Actions:

  • Rotation (Cost: 1 Coin)
    • Do exactly one of the following:
      • Move all of the contents of one row left by 1 Cell, with the contents of the leftmost Cell of that row being moved to the rightmost Cell of that row.
      • Move all of the contents of one row right by 1 Cell, with the contents of the rightmost Cell of that row being moved to the leftmost Cell of that row.
      • Move all of the contents of one column up by 1 Cell, with the contents of the top Cell of that column being moved to the bottom Cell of that column.
      • Move all of the contents of one column down by 1 Cell, with the contents of the bottom Cell of that column being moved to the top Cell of that column.
  • Swap (Cost: 1 Coin)
    • Choose two Cells that are adjacent to each other and swap their Contents
  • Seed (Cost: Free, if this turn action has not yet been performed this turn. Otherwise 1 coin)
    • Randomly select a cell by rolling a DICE10 DICE10 and using the first value for the row and second value for the column. If the cell is not already a bonus cell, it becomes a bonus cell.
When performing this turn action, the Puzzler performing it may spend one or more stars to repeat the above process of randomly selecting a cell and turning it into a bonus cell an additional three times per star spent
  • Morph (0 coins, and exactly 2 of one of the following: Lemons, Oranges, Kiwis, Grapes, Cherries or Stars)
    • Choose a cell. Replace the contents of that cell with matching resource spent to perform this action (i.e. if Lemons were spent, replace the content of that cell with a Lemon)
  • Market (Cost: 1 Lemon, 1 Orange, 1 Kiwi, 1 Grape, and 1 Cherry)
    • Gain 2 Coins
  • Activate (Cost: 1 Coin)
    • Collect a cell whose contents are Bomb, Snowflake or Lightning Bolt
  • Thaw (Cost: Exactly 1 of one of the following: Lemons, Oranges, Kiwis, Grapes, or Cherries)
    • Choose a Frozen Cell whose Content is the same as the resource spent for this action and make it a Plain Cell
  • Fruit Juicer (Cost: 3 Coins and exactly 1 of one of the following: Lemons, Oranges, Kiwis, Grapes, or Cherries)
    • Select any 5 Plain Cells, without selecting any Cell more than once, whose Content is the same as the resource spent for this action. Collect the selected Cells and add 1 to your Matches.
  • Wager (Cost: 1 Coin)
    • Set your Bet to a valid non-empty value.
  • Collect Winnings (Cost: Free if you have not yet performed any Turn Action or Collect Match on this Turn, otherwise you cannot perform this Turn Action)
    • If your Bet is not empty and the Cell at the Row and Column mentioned in your Bet has a Content that matches the one in your Bet, add 1 to your Coins.
    • Set your Bet to empty.
  • Lemonade (Cost: 2 Lemons)
    • On your next Collect Match action this turn, you may consider a Group to require only 4 Cells instead of 5 Cells.
  • Runaway Reel (Cost: 2 Oranges)
    • On your next Rotation action this turn, rotate the selected row (resp. column) any number of times instead of just once.
  • Diagonal Slice (Cost: 2 Kiwis)
    • On your next Collect Match action this turn, you may consider an unbroken sequence of 5 diagonally adjacent Cells to be a Group. (Two cells are diagonally adjacent if both their row numbers and their column numbers differ by 1.)
  • Sticky Reels (Cost: 2 Grapes)
    • On your next Rotation action this turn, instead of rotating a single row (resp. column), rotate up to 3 consecutive rows (resp. columns) in the same direction.
  • Cherry Bomb (Cost: 2 Cherries)
    • Collect all Cells in any one column.
  • Bank (Cost: 1 Coin)
    • When performing this turn action, you may reduce your Matches by M (to a minimum of 0) , where M is a non-negative integer, to increase your score by 10*M
    • When performing this turn action, you may reduce your Multi Match Bonus by B (to a minimum of 0) , where B is a non-negative integer, to increase your score by B
    • When performing this turn action, you may reduce your Lemons, Oranges, Kiwis, Grapes and/or Cherries by X (to a minimum of 0) , where X is a non-negative integer, to increase your score by 5*X. This may be performed separately for each resource type.
    • When performing this turn action, you may reduce your Stars by S (to a minimum of 0) , where S is a non-negative integer, to increase your score by 10*S
  • Disarm (Exactly 2 of one of the following: Lemons, Oranges, Kiwis, Grapes, or Cherries)
    • Choose a Trap Cell whose Content is the same as the resources spent for this action and make it a Plain Cell.

Queued Actions

There is a publicly tracked list called the Action Queue. During a Puzzlers Turn, that Puzzler may append to end of the Action Queue a Turn Action or a Collect Match action that they wish to take, along with their name (paying the cost of the action, if any). At any time, any Puzzler may remove the first action from the Action Queue and perform that action on behalf of the Puzzler who added the action to the Action Queue, provided the action would be legal. For the purposes of determining legality, these actions are considered to take place at the time they were added, and considered to be performed by the Puzzler who added them to the Action Queue. If the first action would be illegal, any Puzzler may remove it from the Action Queue (refunding the cost paid, if any).

If the Action Queue is not empty, Puzzlers may not take any Turn Actions or Collect Match actions, except via the Action Queue.

Coins

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

Matches

Each Puzzler has a publicly tracked number of Matches, defaulting to 0. Each Puzzler also has a publicly tracked numerical Multi Match Bonus, which also defaults to 0.

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

A Group is a set of 5 Cells where the set of Cells in the Group form an unbroken sequence of Adjacent Cells all in the same Row or all in the same Column, and none of those Cells in that Group are Empty. If a Group of Cells all have the same Content, this is considered a Match. For the purposes of determining a Match, a Cell in a Group where that Cell has the Content of Star or Lightning Bolt is considered to have the same Content as any other Cell in that same Group.

Betting

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

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

Score

Each Puzzlers has a score, which defaults to 0.

If the Turn Order list is Empty and a single puzzler has a score greater than the score of any other puzzler and also greater than 500, that puzzler has achieved victory



Building Blocks

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

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

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

Low-Player Mode

The Core Rule Dormancy is flavour text.

Everyone’s Playing

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

Reinitialisation

If they have not already done so in the current dynasty, A Puzzler may make a post to the blog announcing that they are Reinitialising; if they do so then they must immediately set all of their gamestate tracked values to their defaults for new players, and if the Puzzle Master is privately tracking any information about them then they should do likewise at their first opportunity. When a Puzzler has Reinitialised, they are considered to have undertaken no actions in this dynasty for the purposes of determining the validity of limited actions taken after the Reinitialisation, except for the action of Reinitialising itself.

Appendix

Keywords

A keyword defined by a rule supersedes the normal English usage of the word. A keyword defined in this glossary supersedes that defined by a rule. (e.g. A rule specifying “bananas are blue” cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying “every day is Sunday” will be overruled by the glossary entry below.)

Imperatives

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

Time

Daily Action
If a game action is a Daily Action, each Puzzler able to perform it may take that action once each day, but not more than once every ten hours.
Daily Communal Action
A Daily Communal Action is a Daily Action that can only be performed by one Puzzler per day.
Day
References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.
Week
References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.
Weekly Action
If a game action is a Weekly Action, each Puzzler able to perform it may take that action once each week, but not more than once every twenty-four hours.
Weekly Communal Action
A Weekly Communal action is a Weekly Action that can only be performed by one Puzzler per week.

Other

Comment
A blog comment published to the BlogNomic weblog at blognomic.com
Core Proposal
A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Puzzlers.
Dice
References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.
Dynastic Action
An action that is defined in the Dynastic rules.
Dynastic Proposal
A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.
Effective Vote Comment (EVC)
A Puzzler's Effective Vote Comment with respect to a given Votable Matter is that Puzzler's Comment to that Votable Matter, if any, that contains that Puzzler's Vote on that Votable Matter.
Commentary
When posting a blog entry, a Puzzler may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.
Discord
The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Puzzlers , as well as people who are not Puzzlers but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.
Discord Channel
A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Puzzlers who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).
Flavour Text
If a part of the ruleset or gamestate is defined as being “flavour text”, it retains its context, but is not considered to have any meaning beyond being a string of characters. Puzzlers are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored.
Gamestate
Any information which the Ruleset regulates the alteration of. All wiki pages that the rules and Building Blocks explicitly mention (except for the FAQ, the dynastic histories and discussion pages) and any images or Templates contained within (or indirectly invoked by Templates contained within) those Wiki Pages are assumed to be Gamestate.
Hiatus
If BlogNomic is on Hiatus, Dynastic Actions may not be taken (except where the rule defining the action explicitly requires it to be taken during Hiatus), and Proposals may not be submitted or Resolved. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.
Post
A blog post published to the BlogNomic weblog at blognomic.com
Quorum
Quorum of a subset of Puzzlers is half the number of Puzzlers in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Puzzlers it is referring to, it is referring to a Quorum of all Puzzlers.
Resolve/Resolution
If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting, failing, or marking illegal a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words. The resolution of a votable matter is tracked by reference to its status in the blog post edit form. If otherwise legally applied, the application of any status through the blog post editing form is sufficient to consider that votable matter to have been correctly resolved, but a resolved votable matter should have the correct status wherever possible; if any admin believes that a resolved votable matter has an incorrect status then they may correct it.
Rule
Each individually numbered and titled block of text (using the wikimedia section heading formatting) of the Ruleset is a rule, including rules that are subrules of other rules; with the exception that the top-level headings defined as ‘sections’ in the rule “Ruleset and Gamestate” are considered sections but not rules themselves.
Sticky Post
A blog post where the “Make Entry Sticky” option has been enabled. Changing the state of this option is not considering altering or modifying the post with regards to the rules on Official Posts. The sticky status of posts should generally be left to the discretion of the Puzzle Master.
Story Post
A Story Post is an entry in the “Story Post” category.
Subject
The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.
Seasonal Downtime
On the 24th, 25th and 26th of December, BlogNomic is on Hiatus. In addition, game actions defined by the core rules titled “Puzzlers” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.
Subrule
A subrule is a type of rule that is hierarchically ordered beneath another rule. Rules and proposals that refer to a rule do not also refer to its subrules, unless otherwise specified.
Table of Contents
The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.
Uphold
To Uphold an illegal action is to retroactively declare the attempt to take it to have been successful, and to declare that all attempted game actions taken after it were attempted as if the Upheld action had been successful.
Vote
The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule “Votable Matters”. The word “Vote”, used as a verb, means the act of casting such a Vote.
Voting Icons
For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.
Wiki
The BlogNomic Wiki at http://wiki.blognomic.com

Gamestate Tracking

Official Posts

Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at http://blognomic.com. Any Puzzler may post to the blog at any time, but may only make official posts to the blog when the Ruleset allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.

An official post may only be removed as allowed by the Ruleset. An official post may be altered by its author if it is less than 4 hours old and either no Puzzler has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icons; otherwise this can only be done as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a votable matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.

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

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

Representations of the Gamestate

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

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

  • Undo the effects of any alteration that led to it, if that alteration did not follow the rules at the time it was made.
  • Alter the representation to match what they believe to be the correct application of an incorrectly-applied alteration. This may include completing incomplete actions on behalf of the original Puzzler, if doing so would not require the correcting Puzzler to make any decisions on behalf of the original Puzzler.

Instead of repeatedly reverting and re-reverting a disputed alteration, however, Puzzlers are encouraged to raise a Call for Judgement. The historical fact of the occurrence of a defined game action is itself considered to be gamestate, tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page Gamestate Modifications if this is not possible.

Orphan Variables

An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a reasonable manner in which it can be determined from other gamestate variables, specified in the Ruleset.

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

Random Generators

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

  • The DICEN command can be used to generate a random number between 1 and N.
  • The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.
  • The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, Black.
  • The CARD command will return a card with a random suit (either Hearts, Diamonds, Spades or Clubs) and a random value (either Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King). A card with a value that is either Jack, Queen or King is a face card.
  • A list of comma-separated values in curly brackets (eg {x,y}) will return one of the values at random.

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

If a Votable Matter proposes a change to this rule that would require server-level access to the BlogNomic site to fully enact its effects, that Votable Matter must name a Puzzler with such access. Only a Puzzler with such access may Enact that Votable Matter. If that Votable Matter does not name a Puzzler with such access, that Votable Matter is Illegal.

If a number or other game variable is selected “at random” or “randomly” from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate roll in the Dice Roller, unless otherwise specified, and which value the roll result corresponds to must be reasonably inferable from the nature of the roll and any comments supplied by the Puzzler making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Puzzler making this determination may do so using a private method of their choosing, instead of the Dice Roller.

Atomic Actions

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

  • All steps of an Atomic Action are considered one action, including the steps of an Atomic Action that is itself a step of a parent Atomic Action.
  • When a Puzzler performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all the steps are complete.
  • If a rule allows the Puzzler performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.
  • If a Puzzler arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action.
  • If one or more steps of an Atomic Action were done incorrectly, the Puzzler must redo the Atomic Action; for that purpose, the Puzzler uses any legal steps that have already been completed in the illegal Atomic Action and only redoes the illegal ones. (For example, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Puzzler would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if they rolled the dice correctly but took an illegal step later on, the result of the original dice roll would still be used in the redone step.)
  • For the purposes of determining the ordering or legality of game actions, the time of an Atomic Action shall be the time that it is completed. For Atomic Actions that are redone, the time of completion is the last redone step.

Clarifications

Numbers and Variables

  • If a set of valid values is not specified in their definition, game variables defined to hold numeric values can hold only non-negative integers. Any action that would set those values below zero is an illegal action unless explicitly otherwise stated in the Ruleset.
  • Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.
  • All numbers, unless stated otherwise by a rule, are in base ten.
  • Unless otherwise specified, to “spend,” “pay” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” or “pay” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, paid, lost, gained, or transferred, a Puzzler can spend or pay from only their own values, and a rule that allows Puzzlers to transfer or pay a numeric value to another Puzzler only allows them to transfer that value from themselves to that other Puzzler (of their choice unless otherwise stated).
  • If a Dynastic Action is defined as having a cost X of numeric value V, or defines a requirement to spend, pay, or lose X of numeric value V to accomplish an effect or multiple effects, then the arithmetic effects of spending or payment and the act of carrying out those effects are considered to be subsequent steps in an Atomic Action, with the spending or payment step taking place before the effects step unless stated otherwise.
  • A Puzzler who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action’s effects are limited to changing values tracked in gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.
  • If a rule implies that the result of any calculation should be an integer (for instance, by attempting to store that result in, or add it to, a gamestate variable that can only hold integers), the result of the calculation is instead the result rounded towards 0.
  • If a game variable has a default value but no defined starting value, then its default value should also be considered a starting value. If a game variable has neither a default value nor a starting value, then both may be considered to be the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”). For the purposes of this bullet point, the names of Puzzlers are not considered to be legal values for game variables, nor for list items within game variables.
  • If the rules that define a game variable are amended, and some previously valid values become invalid as a consequence, any existing variables whose current values would become invalid are instead set to their starting value.
  • Invalid values for game variables can never be used, even if the values stored in a gamestate-tracking entity remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)
  • DICEN cannot be rolled in the Dice Roller if N is greater than one million.
  • If a piece of information is described as being tracked secretly or privately by the Puzzle Master (including secretly random selections), then that information may only be revealed by the Puzzle Master when the ruleset allows it. If a Puzzler should already know such a piece of information (in that the Puzzle Master has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Puzzle Master may repeat it to them.
  • A range of numerical values stated to be “between” one value and another value is treated as an inclusive range unless otherwise explicitly stated.

Rules and Votable Matters

  • If a new rule is created by a Votable Matter and its location is not noted in that Votable Matter, that new rule is to be placed in the Dynastic Rules.
  • If a wiki page becomes gamestate as a result of a Votable Matter enacting, that page shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the page did not exist at that time, it shall be blanked).
  • Where a Votable Matter would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters earn their author a banana when enacted would not earn a banana for its own author, when enacted).
  • Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.
  • Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.
  • If a dynastic rule has no text and no subrules, any Puzzler may delete it from the ruleset.
  • A rule may be accompanied by one or more illustrations, and an illustration may have a caption. In all situations, unless otherwise explicitly stated, an illustration and a caption to an illustration must be treated as flavour text.
  • When the ruleset calls for the use of a specific tool (such as the dice roller, or an off-domain website, or a specific piece of downloadable software), Puzzlers may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.
  • If the Puzzle Master has voted DEFERENTIAL on a Proposal, they are not considered to be a Puzzler for the purposes of totaling quorum on that Proposal. Votes of DEFERENTIAL made by other Puzzlers on the same Proposal are not considered to be valid, but the Puzzlers who made them still contribute to quorum

Time

  • For the purpose of all rules, time in BlogNomic is in UTC.
  • All references to time must be either specific or defined within the Ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. “dinnertime”, “twilight”) cannot be achieved until they fulfil one of these criteria.
  • Where the month, day and/or year of a calendar date are ambiguous (e.g. “04/10/09”), it shall be assumed that the date is in a day/month/year format.
  • A Puzzler may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).

Spelling and formatting

  • Superficial differences between the spelling of geographic versions of English, e.g. British English, American English and Australian English shall be construed as irrelevant for the purposes of play.
  • Puzzlers may correct obvious spelling, punctuation, and/or typographical mistakes in the Ruleset, the Building Blocks page, and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Puzzlers with the corresponding forms of the singular “they”.
  • A Puzzler may reformat a list of items in the dynastic ruleset to have bullet points or other appropriate list markup, if doing so would not change the order of that list, nor how any rules interpreted its content.
  • A Puzzler may change the layout or design of a gamestate wiki page if doing so would not change how any rules interpreted its content.

Names

  • Within the Ruleset, a word only refers to the name of a Puzzler if it is explicitly stated that it refers to a Puzzler's name.
  • If a rule would ever have no name, it is instead given the name of the Votable Matter that created it, or (if this is not possible) the name “Unnamed Rule”.
  • The names of rules and wiki pages (other than the Ruleset) are flavour text.
  • Subrules can be referred to by a name which incorporates name of the rule they are a subrule of. Example: a subrule of the rule “Gin” is a “Gin Rule”, however the rule “Gin” is not a “Gin Rule” because it’s not a subrule of the rule “Gin”.
  • When referring to a Votable Matter, the name used in reference to a specific Votable Matter may be simplified by not including braces and any text between the opening and closing braces. i.e. a Votable Matter named “Changes [Core]” could instead be referred to by the name “Changes”.
  • When referring to a Rule, the name used in reference to a specific Rule may be simplified by not including braces and any text between a pair of opening and closing braces, as long as such a reference would be unambiguous.
  • Where a Votable Matter refers to a second Votable Matter by name, it is assumed to refer to the most recently posted Votable Matter of that name which pre-dates the first Votable Matter.
  • When changing their name or joining the game for the first time, a Puzzler's (or prospective Puzzler's ) new name must be between 3 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes.

Prioritisation

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

Mentors

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

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

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

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

Things that a mentor must do

A mentor must do the following:

  • Make pro-active contact with their mentee when appointed, and explain the dynamics of the Mentorship system;
  • Be available to answer any questions that their mentee may have about the game, including explaining the rules, common standards and etiquette of play, proofreading posts and clarifying game events;
  • Introduce their mentee to the various platforms of the game, including the wiki and Dice Roller, and optionally the game’s Discord and social media feeds
  • If possible, give their mentee a nudge if it appears that they are at risk of becoming Idle;
  • If they themselves go idle, communicate with their mentee to either continue to support them as an idle Puzzler or arrange a handover to another mentor if requested.

Things that a mentor should do

The following sets out suggested best practice for Mentorship relationships:

  • The Mentorship lasts for four weeks or until the next Ascension Address, whichever occurs latest. It can continue informally for longer but after this threshold the mentor is no longer bound by any of the conditions set out in the parent rule to this rule, or any of its subrules.
  • The mentor can and should advise the mentee on how to proceed in the mentee’s own best interests. This can include making connections with other Puzzlers .
  • The mentor should consider copying the mentee in on private, game-related communications, where it does not unfairly prejudice their own interests. The mentee should keep this information private without explicit consent from the mentor.
  • The mentor and mentee may work together to achieve victory. If a mentor achieves victory with support of their mentee then they should, if the mentee wishes it, pass the baton to the mentee.

Things that a mentor should not do

The following sets out a list of things that a mentor should not do in their relationship with their mentee. All of these are considered to be Fair Play rules, as per the rule Fair Play.

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

Synonyms

A dynasty may provide extra theming by using alternative terms for words like “Puzzler” and “Puzzle Master”.

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

  • Puzzler (Player)
  • Puzzle Master (Emperor)

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