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Latest revision as of 05:31, 3 November 2014
Contents |
Core Rules
Ruleset and Gamestate
This is the Ruleset for BlogNomic; all Sellers shall obey it. Section One consists of the “core rules” of BlogNomic, covering basic proposal mechanics; Section Two contains the rules of the current dynasty; and Section Three contains the appendix, which exists solely to clarify the remainder of the ruleset.
The Ruleset and Gamestate can only be altered in manners specified by the Ruleset.
Sellers 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”.
Sellers
Any human may apply to join BlogNomic (if they are not already playing) by registering at http://blognomic.com via the Register link in the sidebar, and then making a post making clear their wish to be an Seller. An Admin shall add them to the roster in the sidebar and the GNDT, at which moment they become a Seller.
A Seller may leave the game at any time by posting an entry to the BlogNomic weblog requesting such an action. A Seller may not rejoin the game within two weeks after having left. A Seller may only change their name as a result of a proposal approving the change.
Some Sellers are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Sellers 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.
Idle Sellers
Some Sellers 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”, “Sellers”, “Dynasties”, “Fair Play” and any of those Rules’ subrules, Idle Sellers are not counted as Sellers.
If a Proposal contains a provision that targets a specifically named Idle Seller, then that Idle Seller is considered to be Unidle solely for the purposes of enacting that specific provision
When a Seller 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 Seller Idled in a different dynasty), the Seller is given the default value for new Seller, if such a value exists.
An Admin may render a Seller Idle if that Seller has asked to become Idle in an entry or comment from the past four days, or if that Seller 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 Seller if that Seller 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 Seller who would be Unidled asked to become (or rendered themselves) Idle within the previous four days, and within the current dynasty.
Admins who are unidling themselves should, in their first EVC following each unidling, highlight their changed idle status and any changes to quorum to have come about as a result of it.
Dynasties
BlogNomic is divided into a number of Dynasties. Each Dynasty may be headed by a single Seller, known as the Broker. If there is no Broker, the Dynasty is a Metadynasty.
Votable Matters
A Votable Matter is a post which Sellers may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.
Each Seller 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 Seller’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-Seller never has a Vote, even if they were a Seller previously and had cast a valid Vote.
Votable Matters can either be Pending, Enacted, or Failed. When a Votable Matter is first put forward, it is considered Pending.
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).
This rule cannot be overruled by Dynastic Rules in its application to Calls for Judgement or Declarations of Victory.
Proposals
Any Seller may submit a Proposal to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Seller already has 2 Proposals pending, or has already made 3 Proposals that day).
Special Proposal Voting
When a Seller casts an explicit vote AGAINST their own Proposal, this renders the Proposal Self-Killed, even if the author later changes their Vote. The Broker may use VETO as a voting icon to cast a Vote on a proposal; when the Broker casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Broker later changes their Vote.
If a Seller other than the Broker casts a vote of DEFERENTIAL on a Proposal, then the Vote of DEFERENTIAL is an indication of confidence in the Broker. When the Broker has a valid Vote other than VETO on a Proposal, then all votes of DEFERENTIAL are instead considered to be valid and the same as the Broker's Vote for the purposes of other rules unless otherwise specified.
Resolution of Proposals
The oldest pending Proposal may be enacted by any Admin (by updating the Ruleset and/or Gamestate to include the specified effects of that Proposal, and then setting that Proposal's status to Enacted) if either of the following is true:
- It has a number of FOR Votes that exceed or equal Quorum, has been open for voting for at least 12 hours, and has not been Vetoed or Self-Killed.
- It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, more valid Votes cast on it are FOR than are AGAINST, and it has not been Vetoed or Self-Killed.
The oldest pending Proposal may be failed by any Admin, if any of the following are true:
- It has been Vetoed or Self-Killed.
- The number of Sellers who are not voting AGAINST it is less than Quorum.
- It has been open for voting for at least 48 hours and cannot be Enacted.
If a proposal somehow ends up being pending for more than 7 days, it is ignored for the purpose of calculating the oldest pending proposal, and can be failed by any Admin.
Calls for Judgement
If two or more Sellers actively disagree as to the interpretation of the Ruleset, or if a Seller feels that an aspect of the game needs urgent attention, then any Seller may raise a Call for Judgement (abbreviated CfJ) by posting an entry in the “Call for Judgement” category.
A Pending CFJ may be Resolved by an Admin if it has a Quorum of FOR Votes, a Quorum of AGAINST Votes, or if it has been open for voting for more than 48 hours. When a CFJ is Resolved, it is to be Enacted if it has more FOR Votes than AGAINST Votes and Failed otherwise. When a CFJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct the GNDT and other gamestate tracking entities, as specified in the CFJ.
Any CfJ that specifies neither changes to the Gamestate or Ruleset nor corrections to any gamestate tracking entities may be failed by any Admin.
This Rule may not be overruled by Dynastic Rules.
Victory and Ascension
If a Seller (other than the Broker) 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 “Sellers”, “Votable Matters”, “Calls for Judgement”, “Gamestate Tracking” and “Victory and Ascension”.
Every Seller may cast Votes on that DoV to indicate agreement or disagreement with the proposition that the poster has achieved victory in the current Dynasty.
A Pending DoV may be enacted if any of the following is true:
- It has been open for voting for at least 12 hours, has a number of FOR Votes that exceed or equal Quorum, and either the Broker has Voted FOR it or it has no AGAINST Votes.
- It has been open for voting for at least 24 hours, has a number of FOR Votes that exceed or equal Quorum, and has a number of AGAINST Votes lesser than half of Quorum, rounded down.
- It has been open for voting for at least 48 hours, has a number of Votes that exceed or equal Quorum, and more than half of its valid Votes are FOR.
A DoV may be failed if any of the following are true:
- It has been open for voting for at least 12 hours, and the number of Sellers who are not voting AGAINST it is less than Quorum.
- It has been open for voting for at least 48 hours and cannot be Enacted.
When a DoV fails and there are no pending DoVs, Hiatus ends.
When a DoV is enacted, all other active DoVs are failed, and a new Dynasty begins with the Seller who made the DoV as its Broker. That Seller may pass this role to another Seller at this point by making a post to that effect, if they wish. The Hiatus continues until the new Broker makes an Ascension Address by posting an entry in the “Ascension Address” category - this should specify the Broker's chosen theme for the new Dynasty, and may optionally specify that the terms Seller and Broker will be replaced with theme-specific terms throughout the entire ruleset, and/or a number of dynastic rules to keep. Upon posting such an Ascension Address, the Ruleset is updated to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.
A DoV may not be started in the period between an enacted DoV and that DoV’s Ascension Address. When a DoV is failed, the Seller who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was failed.
This rule cannot be overruled by Dynastic Rules as it relates to Declarations of Victory, but can be overruled in other matters.
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 Seller'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 Seller within BlogNomic.
- A Seller 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 Seller should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).
- A Seller should not edit their own blog comments once posted, nor those of any other Seller.
- A Seller should not edit the "Entry Date" field of a blog post.
- A Seller should not make a DoV primarily to delay the game by putting it into Hiatus.
- A Seller should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an ascension address).
Seasonal Downtime
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”.
Dynastic Rules
Profit
Each Seller has an amount of Profit, tracked in the GNDT. Profit is measured in Pounds, is an integer, may be negative, defaults to zero, and may not be less than -50. Neither the Broker, nor any Seller may perform any action that would change a Seller’s Profit to be less than -50. Pounds may be denoted by the symbols £ and $, interchangeably.
Second-Hand Goods
Each Seller owns zero or more Goods, tracked as a text list in the GNDT. A Good can either be Static or Appreciating. A Static Good has a name (a text string) and an ID (three numbers separated by full stops, known as the Good’s Category, Subcategory and Significance), and is written in the GNDT as “Name (#.#.#)”. An Appreciating Good has a name, an ID, and a Real Value (which defaults to 1), and is written in the GNDT as “Name—X (#.#.#)”, where X represents the Real Value of the Good. Goods with a Category of either 1 or 2 are Appreciating; all other Goods are Static. By default, a Seller has no Goods.
The wiki page Second-hand goods lists the possible Categories and Subcategories of Goods, and their numbers. The Typical Price of each Category is listed in brackets after its name.
If a Seller has fewer than four Goods, they may Search their Attic announcing a Category, and rolling DICE50 and DICE99, all in the same GNDT comment: if the chosen Category has a Subcategory corresponding to the first die roll, then the Seller gains a Good with a name of their own choosing and an ID equal to “A/B/C”, where A is the number of the chosen Category, B is the result of the first die roll and C is the result of the second die roll. When a Seller Searches their Attic, they must reduce their Profit by £5.
Market Prices
The Market Price of a Static Good is equal to the Typical Price of that Good’s Category on the “Second-Hand Goods” wiki page, multiplied by the Good’s Quality. The Market Price of an Appreciating Good is equal to the Typical Price of that Good’s Category on the “Second-Hand Goods” wiki page, multiplied by the Good’s Quality, multiplied by its Real Value.
Each Category may have ten different numbers between 1 and 99 which indicate Rare objects within that Category and five different numbers in the same range which indicate Forgeries; these are tracked privately by the Broker. For a given Category, a single number may not indicate both a Rare and a Forgery. If a Good’s Significance equals one of its Category’s Rare numbers, that Good’s Quality is 2; if it equals one of the Category’s Forgery numbers, its Quality is zero; otherwise its Quality is 1.
The Broker
The Broker is not considered to be a Seller for the purpose of any Dynastic rule.
Flea Market
As a daily action, an Experienced Seller may take a Good to the Flea Market by posting a blog entry with the title “Flea Market:” followed by the name of the Good, or a string similar to its name. This is known as a Flea Market post. A Seller is Inexperienced if they unidled or joined the game within the previous five days; otherwise they are Experienced.
The Broker or any Experienced Seller may respond to a Flea Market post specifying an Offer in Pounds that he or she is willing to give for the Good. Offers made by the Broker are equal to the Market Price of the Good divided by 100, then multiplied by a random number between 25 and 175 (generated without using the GNDT, and rounding down), then reduced by 10 (to a minimum of zero), then increased by a random number between 1 and 5 (generated without using the GNDT). Once the Broker has calculated an Offer for a Good, he will use the same Offer if the same Seller takes any Good with the same Name, Category, Subcategory, Significance, and Real Value as it to the Flea Market at a later point. (The Real Values of all Static Goods are considered equal.)
After an Offer has been made on a Flea Market post, the Seller who made the post may Accept that Offer in a comment to the Flea Market post, then may remove the relevant Good from their possession to gain a number of Pounds equal to the Offer. If the Offer was not made by the Broker, then the Seller who made the post must then reduce the profit of whoever made the Offer by a number of Pounds equal to the Offer, and add the relevant Good into the Offer-maker's possession and, if the Good is an Appreciating Good, increase the Real Value of the Good by 1. If a Seller has made multiple Offers on a single Flea Market post, only the most recent one can be Accepted. No more than one Offer can be Accepted for any one Flea Market post.
A Flea Market post becomes closed immediately after an Offer within it is accepted. If no Offers have been made to a Flea Market post in the previous 48 hours, and if the post is more than 48 hours old, then any Seller or the Broker may announce that that post is now closed, in a comment to that post. When a Flea Market post becomes closed, it is no longer considered to be a Flea Market post.
Collectors
As a weekly action, the Broker may make a blog post announcing that a private Collector is seeking a particular Category of Good; this Category shall be selected at random by the Broker. If such a post is made, then any Seller accepting an Offer from the Broker for a Good belonging to that Category, during the remainder of that week, may claim an additional bonus Profit equal to 50% of that Offer.
Evening Classes
A Seller may take Evening Classes in a specific Category of Good by sending the Broker a private message to this effect, if they have not already taken any Evening Classes during the current dynasty. After receiving such a message, the Broker should privately respond to the Seller with a list of eight Rare numbers and four Forgery numbers for the specified Category (selected at random by means of the Broker's choice).
Special Delivery
As a weekly action, the Broker may select a random Seller from those who have submitted at least one Proposal during the past week that has not been Vetoed. Upon doing so, the Broker shall award the selected Seller with a Good which belongs to the “Antiques” Category, and to a random Subcategory of that Category, with a random Significance from 1 to 99, and a name of his choosing.
£100 Profit
If a Seller’s Profit is at least £100 higher than every other Seller or is at least $150, that Seller has achieved victory.
Bonds
A Seller may buy a Bond at any time by reducing their profit by any amount from $10 to $25 (the “Purchase Price”). The bond may then be tracked in the “Goods” section of the GNDT with a label of the format “Bond - ($X)" where X is the Purchase Price of the bond. A Bond may be sold at the Flea Market as with Second Hand Goods, except that the Broker may only make an Offer equal to the Purchase Price of the Bond.
Junk
As a weekly action, any Seller may Search their Trash Bin for Junk by rolling a DICE20 and a DICE10 and gaining an amount of profit equal to the positive difference between the results of the two rolls.
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. (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.)
- Can
- "is able to"
- 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 Sellers.
- Daily Action
- If a game action is a Daily Action, each Seller able to perform it may take that action once each day, but not more than once every ten hours.
- 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.
- Dice
- 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 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 Seller’s Effective Vote Comment with respect to a given Votable Matter means that Seller’s Comment to that Votable Matter, if any, that contains that Seller’s Vote on that Votable Matter.
- Flavour Text
- When posting a blog entry, a Seller may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.
- Gamestate
- Any information which the Ruleset regulates the alteration of, including all Wiki Pages, or GNDT columns, which the Dynastic Rules explicitly mention.
- IRC Channel
- The Blognomic IRC channel is located at #nomic on the slashnet network (irc.slashnet.org).
- May
- "is permitted to"
- May not
- "is not permitted to"
- Post
- A blog post published to the BlogNomic weblog at blognomic.com
- Private Message
- A message sent via Blognomic’s Private Messages system at blognomic.com.
- Quorum
- Quorum of a subset of Sellers is half the number of Sellers in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Sellers it is referring to, it is referring to a Quorum of all Sellers.
- Resolve/Resolution
- If used in a context of a Votable Matter, the world “Resolve” means to perform the act, as an Admin, of enacting or failing a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words
- Rule
- Each individually numbered section of the ruleset is a rule, including sections that are sub-rules of other rules.
- Shall
- "is required to"
- Should
- "is recommended that"
- Sibling Rule
- Two rules are “siblings” of each other if they are both direct subrules of the same rule.
- 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.
- Subrule
- 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.
- 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, 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.
- 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 Seller 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 Seller per week.
- Wiki
- The BlogNomic Wiki at http://blognomic.com/wiki/index.php?title=Main_Page
Gamestate Tracking
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at http://blognomic.com. Any Seller 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. No entry may be more than one of the following official types of post: Votable Matters, and Idling Post.
If no Seller has commented on it, an official post may be altered or removed by its author; 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 exception: 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.
Specific parts of the Gamestate data shall be tracked by the Generic Nomic Data Tracker at http://blognomic.com/gndt/generic.cgi?nomic=blog. Any Seller may update any Seller's data via the GNDT, whenever the Ruleset permits it.
All updates to the GNDT are logged. Actions that change gamestate directly (defined in other rules) can normally be performed simply by applying their effects to the GNDT, which updates the gamestate accordingly, unless another rule specifies some other method of performing them; one GNDT update may contain one or more actions, or one action may be split over multiple GNDT updates, as long as it’s clear what is happening and the actions 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 Seller may correct the GNDT to comply with the Gamestate.
If a Seller 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, Sellers are encouraged to raise a Call for Judgement instead. Sellers shall be assigned a password for the GNDT when they join the Nomic.
Random Generators
The GNDT 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 VEGGIE command will return a random result from the following: Potato, Carrot, Triffid, Pumpkin.
Any changes to the potential outcomes of the GNDT’s random result commands must be made by proposal; and any proposal that seeks to nominate a change to this rule must first identify an active Seller with server-level access to the BlogNomic site who is able to perform the changes, and must also update this rule to reflect the new potential outcomes.
Clarifications
Numbers and Variables
- 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 Sellers to transfer a numeric value only allows them to transfer that value from themselves to another Seller (of their choice unless otherwise stated).
- A Seller who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action's effects are limited to changing values tracked in the GNDT and/or similar gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.
- If a rule implies that the result of any calculation should be an integer (for instance, by attempting to store that result in, or add it to, a gamestate variable that can only hold integers), the result of the calculation is instead the result rounded towards 0.
- If a number or other game variable is selected 'at random' or 'randomly' from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate DICE roll in the GNDT, unless otherwise specified.
- If a game variable has no defined starting value for new Sellers, or for existing Sellers upon the variable’s creation, then that starting value is zero (for numerical variables) or blank (for a text string or list).
- Invalid values for game variables can never be used, even if the values stored in the GNDT remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)
Rules and Proposals
- 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 Proposal would amend the effects of Proposal Enactment, this does not apply to its own enactment unless explicitly stated (eg. a proposal proposing that enacted proposals earn their author a banana when enacted would not earn a banana for its own author, when enacted).
- Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.
- Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.
- If a rule would ever have no name, it is instead named “Unnamed Rule”.
- The names of rules are not themselves rule text and have no effect other than being rule names.
- If the admin enacting a proposal reaches a step which cannot be applied immediately (eg. “two days after this proposal enacts, Player 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
- 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
- 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
- Within the ruleset, a word only refers to the name of a Seller if it is explicitly stated that it refers to a Seller's name.
Prioritisation
- 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 “Sellers may Kick each other” and “Sellers may not kick each other on Tuesdays” exist, and it is Tuesday, Sellers may not Kick each other.)
- If two parts with the same scope contradict each other, the negative rule applies. (e.g. with “Sellers may Punch a Spaceman on Friday” and “Sellers may not Punch Spacemen on Friday”, then Sellers may not Punch Spacemen on Friday.)