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Latest revision as of 05:32, 3 November 2014
Core Rules
Ruleset and Gamestate
This is the Ruleset for BlogNomic; all Farmers 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.
Admins may correct obvious spelling and typographical mistakes in the Ruleset at any time, including replacing Spivak and gender-specific pronouns with the singular "they".
Farmers
Anybody 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 announcing their arrival. An Admin shall add them to the roster in the sidebar and the GNDT, at which moment they become a Farmer.
A Farmer may leave the game at any time by posting an entry to the BlogNomic weblog requesting such an action. A Farmer may only change their name as a result of a proposal approving the change.
Some Farmers are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Farmers 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.
Some Farmers are Idle, and shall be marked as such in the sidebar. For the purposes of the Ruleset, excluding Rules “Ruleset and Gamestate”, “Farmers” , “Dynasties” and “Fair Play”, Idle Farmers are not counted as Farmers. Admins may render a Farmer Idle if that Farmer has asked to become Idle or if that Farmer 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 by announcing that they have done so in a blog post. Admins may de-Idle a Farmer at their request, and Idle Admins may de-idle themselves at any time, unless the idle Farmer in question asked to become (or rendered themselves) Idle within the previous 4 days, and within the current dynasty. When a Farmer is de-idled, if they went idle in the same dynasty, their personal gamestate retains the values it had immediately prior to their going Idle, if they are still valid. Otherwise (including if a value is invalid, does not exist, or the Farmer idled in a different dynasty), the Farmer is given the default value for new Farmers, if such a value exists.
Dynasties
BlogNomic is divided into a number of Dynasties. Each Dynasty is headed by a single Farmer, known as the Landlord.
The Landlord may Vote to VETO any Proposal.
Proposals
Any Farmer may submit a Proposal to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Farmer already has 2 Proposals pending, or has already made 3 Proposals that day).
Proposals can either be Pending, Enacted, or Failed. When a Proposal is first put forward, it is considered Pending.
Voting
Any Farmer may cast their 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, DEFERENTIAL (only if the Votable Matter is a Proposal), or VETO (only if the Votable Matter is a Proposal and the Farmer is the Landlord).
If the Farmer who authored a Votable Matter has not cast a Vote on it, their Vote is counted as FOR. If a Farmer uses more than one Voting Icon in comments on a Votable Matter, their Vote is the last voting icon they use. If a Farmer leaves the game or goes Idle, their Vote is no longer valid. If a Farmer Votes against their own Proposal, this renders the Proposal self-killed and that Vote may not be changed.
A Vote of DEFERENTIAL is a Vote of no opinion, or of faith in the decision of the Landlord. The Vote will count as the same as the Landlord’s Vote. If the Landlord casts a Vote of DEFERENTIAL on a Proposal, it serves the purpose of cancelling any previous Vote on that Proposal that was cast by the Landlord and counts as an explicit Vote of abstention. If there is no Landlord, or the Vote is made by the proposal’s author on their own proposal and the Landlord does not Vote on it, a Vote of DEFERENTIAL counts as an explicit Vote of abstention, and has no effect except possibly to void earlier voting icons by that voter on that proposal.
If no Landlord has Voted on a Proposal, a Vote of DEFERENTIAL on that proposal does not count as a Vote for the purposes of rule "Resolution of Proposals".
Resolution of Proposals
The oldest pending Proposal may be enacted by any Admin (and the Ruleset and/or Gamestate updated to include the specified effects of that Proposal) 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 continuously been a proposal for that time, it has more than 1 valid Vote, more than half of its Votes are FOR, 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 enough AGAINST Votes that it could not be Enacted without one of those Votes being changed.
- It has been open for voting for at least 48 hours and half or fewer of its Votes are FOR.
- It has been open for voting for at least 48 hours and has fewer than 2 valid Votes.
- The Farmer who proposed it has Voted AGAINST it.
- The Landlord has Voted to VETO it.
Whenever an Admin marks a proposal, CfJ, or DoV as enacted or failed, they must also mark their name, and report the final tally of Votes (or the fact that it was self-killed or vetoed).
Proposals the Landlord has Voted to VETO are considered vetoed, and such a Vote cannot be changed. Proposals the author has Voted against are considered self-killed unless the Landlord has Voted VETO on them, or they have fulfilled one of the other requirements to fail a proposal before the author’s self-kill Vote is placed. Immediately after enacting a proposal that causes a rule with no name to be added to the ruleset, unless the proposal specifically states that the rule should have no name, the enacting admin can change the rule’s title to give it a name, so long as doing so does not change the meaning of any part of the ruleset, nor change any properties of the rule (such as specific words in the title) that the ruleset specifically cares about.
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 Judgment
If two or more Farmers actively disagree as to the interpretation of the Ruleset, or if a Farmer feels that an aspect of the game needs urgent attention, then any Farmer may raise a Call for Judgment (abbreviated CfJ) by posting an entry in the “Call for Judgment” category. The post shall go on to describe the issue, and measures that shall be taken to resolve it.
All Farmers may cast Votes on that CfJ to indicate agreement or disagreement with the position taken in that CfJ. Unfailed CfJs continue until they reach a Quorum of FOR Votes, a Quorum of AGAINST Votes, or if there is no hiatus going on, until four days have passed since they were posted, and if there is a hiatus going on until two days have passed since they were posted. After this time, if more than half the cast Votes are FOR Votes, the CfJ may be enacted by any Admin by updating or correcting the Gamestate and Ruleset as specified. Otherwise, the CfJ fails. A Failed CfJ has no further effect.
Any CfJ that has no effect on the ruleset or gamestate may be automatically failed by any admin.
This Rule may not be overruled by Dynastic Rules.
Victory and Ascension
If a Farmer (other than the Landlord) 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 “Farmers”, “Voting”, “Calls for Judgment”, “Gamestate Tracking” and “Victory and Ascension”.
Every Farmer 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 DoV may be enacted if any of the following is true:
- It has been open for voting for 12 hours, has a number of FOR Votes that exceed or equal Quorum, and either the Landlord 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 fewer than half of Quorum, rounded down.
- It has been open for voting for at least 48 hours, at least Quorum Farmers have Voted on it, and more than half of its Votes are FOR.
A DoV may be failed if any of the following are true:
- It has been open for voting for 12 hours and has enough AGAINST Votes that it could not be Enacted without one of those Votes being changed.
- It has been open for voting for at least 48 hours and cannot be legally 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 Farmer who made the DoV as its Landlord. That Farmer may pass this role to another Farmer at this point by making a post to that effect, if they wish. The Hiatus continues until the new Landlord makes an Ascension Address by posting an entry in the “Ascension Address” category - this should specify the Landlord's chosen theme for the new Dynasty, and may optionally specify that the terms Farmer and Landlord will be replaced with theme-specific terms throughout the entire ruleset, and/or a number of dynastic rules to keep. Upon posting such an Ascension Address, the ruleset is updated to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.
A DoV may not be started in the period between an enacted DoV and that DoV’s Ascension Address. When a DoV is failed, if it has a number of AGAINST Votes that exceed Quorum, the Farmer who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was failed.
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 Farmer'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 Farmer within BlogNomic.
- A Farmer 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 Farmer should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).
- A Farmer should not edit their own blog comments once posted, nor those of any other Farmer.
- A Farmer should not edit the "Entry Date" field of a blog post.
- A Farmer should not make a DoV primarily to delay the game by putting it into Hiatus.
- A Farmer 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 “Voting,” “Gamestate Tracking” and “Call for Judgement”.
Dynastic Rules
Resources
Each Farmer has an amount of Sun that is tracked in the GNDT. Farmers start with 0 Sun. As a weekly action, a Farmer may Harvest by adding 100 to their Sun.
Each Farmer has an amount of Wood that is tracked in the GNDT. Wood is salvaged from dead plants and is typically used to build defensive structures. Farmers start with 0 Wood.
Each Farmer has an amount of Juice that is tracked in the GNDT. Juice is extracted from living plants and is typically used to feed or bribe zombies. Farmers start with 5 Juice.
Zombejuice
Whenever a Zombie is destroyed in a Farmer's plot, that Farmer gains 1 Juice. Whenever a Juicy Crop is destroyed on a Farmer's Plot, they gain 3 Juice.
Farmland
Each Farmer has a Plot that is tracked on the Garden Patch wiki page. Each Plot starts as a 6 by 6 grid of Squares. Each Square start out empty. One Crop or Shed and any number of Zombies may share the same Square. If multiple objects are in the same square, this may be denoted by a “/” between the corresponding characters.
The top row in a Plot is known as the first and the bottom row is known as the last row. Similarly, the most left column is known as the first column while the most right is known as the last column. A square may be referenced at (C|R) while C and R are the columns and rows, respectively, starting to count from the first to the last, starting with 0.
Two Squares are adjacent if they share exactly one side.
The Shade of a Square is a number that refers to the distance from that Square to the rightmost column of the Farmer’s Plot to which it belongs.
Whenever a rule refers to the Plot ‘below’ or ‘above’ another Plot, this shall be taken to refer to the ordering in the Garden Patch. The bottom Plot is above the top Plot, and the top Plot is below the bottom Plot. Adjacency between Squares shall be resolved as if the bottom row of each Plot is connected to the top row of the Plot below it.
All Farmers’ Plots are active, and all Idle Farmers’ Plots are inactive. Inactive Plots shall be ignored by all rules, excepting this paragraph. When a Farmer idles, their plot shall be marked “INACTIVE” in the Garden Patch. When a Farmer with an inactive Plot unidles, their Plot is no longer inactive. New Farmers and unidling Farmers with no inactive Plots shall receive a Plot that is immediately below a random Plot (active or inactive).
Storage Space
Each Plot may have up to one Shed on it. A shed may be small or large; a small shed is represented by a lowercase 's' and a large shed is represented by an upper-case 'S'. A Farmer whose plot does not contain a Shed may spend 50 Sun to construct a small shed in any empty Square on their Plot. A Farmer may spend 40 Sun and 10 Wood to replace a small shed on their plot with a large shed.
Sheds have large shadows; the Shade of a square orthogonally (not diagonally) adjacent to a shed is considered to be 1 higher for the purpose of every rule except the one named "Farmland" and this one.
A Farmer whose plot contains a shed gains 10 Wood whenever one of their Crops is destroyed, and an additional 10 Wood if it is a large shed.
A crop is destroyed whenever it is removed from their plot, except if a rule states otherwise.
The Shed has a defense of 10.
The House
Every Plot contains a house. For the purposes of movement, a house is considered to be a square to the left of, and adjacent to all squares in the first column of its plot.
If a zombie moves into a house at any time and its Plot is owned by a farmer, that Plot is removed from the Garden Patch. Zombies and Crop removed in this manner are not considered to be destroyed for the purposes of the rules “Zombejuice” and “Storage Space”. The former owner of the removed Plot then receives a new Plot that is immediately below a random plot, and then DICEX, DICEY and DICEZ are rolled, where X, Y and Z are the farmer’s Sun, Wood and Juice respectively. Their resources are then set to the results of the respective dice rolls.
The zombie that moved into the house is then destroyed.
Planting
There exist a number of types of Seeds, which are listed in the Gardening Compendium wiki page along with the attributes of each. Each type of Seed must have at least a Name, Initial, Sun Cost, Shade Requirement, Offence, and Defense. The Initial shall be one character that is unique from any other type of Seed and can be used to represent that type of Seed in a Farmer’s Plot on the Garden Patch wiki page. Seeds may also optionally specify an effect on Gamestate, which may not be triggered until the Seed becomes a Crop. A seed may also optionally have any number of tags.
At any time, a Farmer may Plant a Seed if he has a number of Sun that is at least the Sun Cost of the Seed. In order to Plant a Seed, the Farmer must spend the Sun Cost of the desired Seed of his Sun and then replace the contents of one of the Squares in their Plot (not including any Zombies that are in that Square) with a copy of the Seed with the corresponding attributes provided that Square’s Shade is at least the Shade Requirement of the Seed at which point the Seed becomes a Crop with the same attributes of the Seed from which it came.
Crops may also have some kind of effect on Gamestate. For the purposes of the effects of Crops, the Farmer who owns the Square that the Crop is in is called the Planter. When the attributes of the Seed from which the Crop originated are changed by any legal means (including the effects of proposals), the attributes of the Crop are changed to match the new attributes of the Seed.
A seed may also have a Pheromone, which takes effect if a zombie attacks but does not destroy the crop. For the purposes of the Pheromones of Crops, the Zombie which attacked the crop is called the Attacker.
A Bit of Renovating
Every house has a wine cellar, which consists of 4 partitions. Each partition must either be empty or contain a single construction. The partitions of every farmer’s wine cellar are tracked on the Garden Patch wiki page. All partitions start empty.
Constructions
If a farmer has a partition filled by a particular construction, they are said to own that construction. Individual constructions are defined by subrules of this rule.
Woodworking Tools
A farmer may build the ‘workbench’ construction into one of their partitions by spending 50 wood.
A farmer who owns a workbench may spend 20 wood to build fences on a square in their plot. This is represented on the garden patch page by putting square brackets around the contents of that square. Fences increase the defence of any object other than a Zombie on the same square as them by 4. A farmer may not build fences on a square which already has fences.
Juicer
A farmer may build the ‘juicer’ construction into one of their partitions by spending 50 wood.
A farmer who owns a juicer may remove a crop from a square on their plot and then increase their juice by 5, or 10 if the crop has the “Juicy” tag. A crop removed in this way is not destroyed for the purposes of the rules “Storage Space” and "Zombejuice".
Molotov Cocktail
A farmer may build the ‘moonshine still’ construction into one of their partitions by spending 50 wood and 30 sun.
A farmer who owns a moonshine still may spend 50 juice to remove the contents of a square, and the contents of all squares adjacent to the target square explosively, including zombies, but not including sheds. The chosen square must be on the owner’s plot. A crop removed in this way is not destroyed for the purposes of the rules “Storage Space” and "Zombejuice".
Unfueled Jeep
A farmer may spend 100 wood to create an unfueled jeep in one of their partitions.
Fueled Jeep
A farmer who owns an unfueled jeep may spend 25 juice to change it into a fueled jeep. If a farmer's house is destroyed while they own a fueled jeep, then when commanded to roll DICEX, DICEY and DICEZ in the rule "The House", each die is instead rolled 3 times and the highest rolled result for each set of 3 is used. (i.e. the highest of the 3 DICEX is used intead of 1 DICEX, etc.) The fueled jeep is then moved to a partition in the farmer's new wine cellar and becomes an unfueled jeep.
String Trimmer
Any Farmer may spend 50 Wood to build the String Trimmer Construction in one of their Partitions.
A Farmer who owns a String Trimmer may spend 1 Juice to remove a Weed Crop from their Plot.
The Dead
There exist a number of Species, which are listed in the Species Compendium wiki page along with the attributes of each. Each Species must have at least a Name, Attack, Health, Cost and Behaviour.
A Zombie is characterized by:
- an Owner, which must be the name of an active Farmer
- a Species, that must be one of those listed in the wiki page “Species Compendium”.
- an Attack value, defined by its Species.
- a Health, which begins at the starting value specified by its Species.
- a Location, which must be a Square in a Plot. It shall be written as Abc(C|R), where Abc is the name of the Farmer owning the Plot where the zombie is located, and (C|R) indicates the Square.
- a Cost, which must be a positive amount of Juice.
The Location of each Zombie shall be listed together with its Health, Species, and Owner in the Garden Patch page, immediately below the Plot where they are located.
A Farmer may Create a Zombie by spending its Species’ Cost in Juice, setting the Owner to themselves, and placing it at a Square in the rightmost column of their choice on any Plot. If, at any time, a Zombie’s Owner contains an illegal value (such as when a Farmer idles), that Zombie immediately has their Owner set to the Landlord.
As a daily action, any Farmer may cause all Zombies for which they are the Owner to Shamble. When doing so, they may also cause any Zombie that has not Shambled in the last 3 days to Shamble. Anyway, a Zombie may never shamble more than once a day, and cannot shamble at all within 12 hours of being created. When a Zombie Shambles, the Behaviour specified by its Species is carried out once. If, at any time while a Zombie is Shambling, the Zombie moves or teleports to a Square that contains a Crop or Shed or if the Zombie is on a Square that contains a Crop or Shed when it starts Shambling, that Zombie attacks that Crop or Shed then stops Shambling unless its Powers or Behavior explicitly states otherwise. The Farmer who carries out this action may select the order in which Zombies Shamble.
The Powers of a Zombie are special actions that a Shambling Zombie may perform under certain conditions.
The health of a Zombie is a integer. If a Zombie has an Health of 0 or less, that Zombie is destroyed (i.e. cease to exist, also known as die). Behaviour and Powers may include one of these actions the Shambling Zombies may perform:
Move: the Zombie changes its Location to a Square that is adjacent to the previous Location. If, through this action, a Zombie would move to another Plot on the first, second or third column, instead they stay at their location.
Teleport: the Zombie changes its location.
Attack an object (shed, zombie or Crop): If the result of DICEX (where X is the Zombie’s Attack) is major or equal than the object’s Defence (or 1 if the object has no Defense), the Object will get destroyed. The Zombie shall then suffer the object’s Pheromone, if any.
Explode: The Zombie will destroy anything located in the same square than its own, and then die.
Species
Boss Zombies
When creating a Zombie, a Farmer may designate that Zombie to be a Boss Zombie by spending 5 Juice, and may then select and add Attributes to that Zombie from subrules of this rule by spending the cost of each chosen Attribute in juice. The effects of those Attributes shall then apply to that Zombie. When calculating the cost, the variable ‘C’ shall be taken to mean the cost of the Species chosen for the Zombie. Unless explicitly specified, each Attribute can only be picked once per Zombie.
The Attributes of each Boss Zombie shall be denoted on the Garden Patch page.
Durable
Cost: C
Effect: The starting Health of this Zombie is doubled.
Aggressive
Cost: C
Effect: The starting Attack of this Zombie is doubled.
Resistant
Cost: 25
Effect: Whenever this Zombie would lose a positive amount of Health, instead it loses 1 Health. Whenever this Zombie would be destroyed for any reason other than having zero or less Health or exploding, it loses 3 Health instead and this loss is not reduced by this Attribute's effect.
Incentives
Whenever a proposal is enacted, the Farmer who proposed it gains 5 Sun, unless at least half of the EVCs contain the word ‘trivial’.
The Horde
As a weekly action, the LandLord may Summon a Wave of Zombies. To do so, they shall make a Story post containing the word BWAAAAAARGH (any number of A's) in the title, stating what Species of Zombies shall come, and how many per Plot, plus some flavour because everyone likes Zombies' flavour. Then, they shall create for free that number of Zombies of that Species in each Plot, in the squares in the rightmost column. If possible, the Landlord should create the Zombies in the same square for all the plots (e.g. Jonny(5|5), Mario(5|5), LucyInTheSkyWithDynamite(5|5) etc).
The Landlord May not Summon anything before 04/06/11.
Revenge of the Crops
A Farmer may, as a daily action, Mobilize their Plot by causing each Crop with an Offence greater than 0 to Attack. When a Crop Attacks, the Farmer performing the action may pick any Zombie on their Plot that is on the same row as the Crop and reduce their Health by XDICE3 - X (where X is the Crop’s Offence).
Defeats and Victories
Each farmer has a "Defeated" that is tracked in the GNDT. Non-Landlord Farmers may only have a "Defeated" value of 0 or 1. New Farmers and Un-idling Farmers have their Defeated set to 1.
Whenever a Zombie not owned by the Landlord moves onto a House not owned by the Landlord, one of the following two things happens:
- 1. If the Owner of the Zombie has a Defeated value of 1 and the owner of the Home has a Defeated Value of 0, then the owner of the Zombie has his defeated value set to 0 and the owner of the House has his Defeated value set to 1.
- 2. Otherwise, the owner of the house has his Defeated value set to 1.
Whenever a Zombie owned by the Landlord moves onto a house not Owned by the Landlord, the Owner of the house has his Defeated set to 1.
If exactly 1 non-landlord farmer has a Defeated value of 0 that Farmer has achieved victory.
If every non-landlord Farmer has a Defeated value of 1, all non-landlord Farmer's have their Defeated set to 0.
If Shambling the Landlord’s zombies could cause all non-Landlord players to have their Defeated set to 1, the Landlord may destroy all Zombies for which he is the Owner.
Kill Count
Each Farmer has a Kill Count, tracked in the GNDT. New Farmers start with a Kill Count of 0.
Whenever a Zombie moves into a House, if the owner of that house does not have a Defeated of 1, the owner of the Zombie has their Kill Count increased by 1 and then the owner of the House has their Kill Count set to 0. This cannot happen twice in one Shamble for the same House.
If a Farmer has a Kill Count of 3 or higher after a Shamble, and their Kill Count is the highest of any non-Landlord Farmer, that Farmer achieves victory.
Victor's Respite
Whenever a Zombie owned by a Farmer (here referred to as Victorious Farmer) moves into a House owned by a different farmer (here referred to as Defeated Farmer): The Victorious Farmer may set the Health to 0 of any Zombie that is on Victorious Farmer’s Plot and Owned by Defeated Farmer.
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 whose changes 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 Farmers.
- Daily Action
- If a game action is a Daily Action, each Farmer able to perform it may take that action once each day, but not more than once every six 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 whose only changes are the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.
- Effective Vote Comment (EVC)
- A Farmer's Effective Vote Comment with respect to a given Proposal means that Farmer’s Comment to that Proposal (if any) that contains that Farmer’s Vote on the Proposal that is given effect in accordance with Rule Voting when the Proposal is Resolved, not including explicit Votes of abstention..
- Flavour Text
- When posting a blog entry, a Farmer 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.
- IRC Channel
- The Blognomic IRC channel is located at #nomic on the slashnet network (irc.slashnet.org).
- May
- "is permitted to"
- Post
- A blog post published to the BlogNomic weblog at blognomic.com
- Quorum
- Quorum of a subset of Farmers is half the number of Farmers in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Farmers it is referring to, it is referring to a Quorum of all Farmers.
- Resolve/Resolution
- If used in a context of Proposals, Call for Judgements or Declarations of Victory, the world “Resolve” means to perform the act, as an Admin, of enacting or failing a Proposal, a Call for Judgement or a Declaration of Victory. The world “Resolution” means then the act of doing so. If used in another context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words.
- 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 Official Post that is not a member of any specific category of Official Posts mentioned or defined in a Core Rule (excluding Official Post).
- 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.
- Votable Matter
- The word “Votable Matter”, means a Proposal, a CFJ or a DoV.
- Vote
- The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule “Voting”. 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 Farmer able to perform it may take that action once each week, but not more than once every twenty-four hours.
- Wiki
- The BlogNomic Wiki at http://blognomic.com/wiki/index.php?title=Main_Page
Gamestate Tracking
Proposals, Calls for Judgment, and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at http://blognomic.com. Any Farmer 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. A proposal, call for judgment, or declaration of victory cannot simultaneously be any other type of official post unless otherwise specified by dynastic rules.
If no Farmer 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.
Voting and comments are accessible through the link at the bottom of every post.
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 Farmer may update any Farmer'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 Farmer may correct the GNDT to comply with the Gamestate.
If a Farmer 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, Farmers are encouraged to raise a Call for Judgment instead. Farmers shall be assigned a password for the GNDT when they join the Nomic.
Clarifications
Numbers and Variables
- Unless otherwise specified, game variables defined to hold numeric values can hold only non-negative integers, and 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, when “X” is a number, to spend X of a numeric value “V” means to subtract X from V (i.e. replace V with V-X); 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 the amount A's V was reduced by to B's V. Unless otherwise specified, a rule that allows Farmers to transfer a numeric value only allows them to transfer that value from themselves to another Farmer (of their choice unless otherwise stated).
- A Farmer 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.
- If a game variable has no defined starting value for new Farmers, or for existing Farmers upon the variable’s creation, then that starting value is zero (for numerical variables) or blank (for a text string or list).
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.
- 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 Enactment or Failure of a Proposal are the responsibility of the Admin who Enacts or Fails it.
- Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.
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 Farmer if it is explicitly stated that it refers to a Farmer'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 a Core Rule, or if both of them are a Dynastic Rule, the part with more limited scope applies. (e.g. if the rules “Players may Kick each other” and “Players may not kick each other on Tuesdays” exist, and it is Tuesday, players may not Kick each other.)
- If two parts with the same scope contradict each other, the negative rule applies. (e.g. with “Players may Punch a Spaceman on Friday” and “Player may not Punch Spacemen on Friday”, then Players may not Punch Spacemen on Friday.)