Difference between revisions of "Ruleset"
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Each Manager has a Starting Cash value, tracked in the GNDT as “Start”, defaulting to 0, and a Cash value, tracked in the GNDT as “Cash”, defaulting to 0. If a Manager’s Starting Cash value is 0 and their Cash value is 0, they may set both to the same integer of their choice that is between 500,000 and 10,000,000. | Each Manager has a Starting Cash value, tracked in the GNDT as “Start”, defaulting to 0, and a Cash value, tracked in the GNDT as “Cash”, defaulting to 0. If a Manager’s Starting Cash value is 0 and their Cash value is 0, they may set both to the same integer of their choice that is between 500,000 and 10,000,000. | ||
Cash may be positive, negative, or zero. If a Manager’s cash is ever below zero, they must pay interest by deducting a value equal to that Manager’s cash * -0.1 rounded up from their cash every day. If a Manager has cash below zero, and 48 hours has passed since they last paid interest in this manner, or since their cash first became negative if they have never paid interest, they lose all Bloggers, tools, and PEDs that they have. Managers with cash less than zero may not spend cash for any reason other than paying interest. | Cash may be positive, negative, or zero. If a Manager’s cash is ever below zero, they must pay interest by deducting a value equal to that Manager’s cash * -0.1 rounded up from their cash every day. If a Manager has cash below zero, and 48 hours has passed since they last paid interest in this manner, or since their cash first became negative if they have never paid interest, they lose all Bloggers, tools, and PEDs that they have. Managers with cash less than zero may not spend cash for any reason other than paying interest. | ||
+ | |||
+ | Managers, at-will, may Make a Deal with the Devil (a Faustian Deal). At that moment, their starting cash increases by 1,000,000 and their cash increases by 750,000. No Manager can make more Faustian Deals than the amount of weeks (periods of 7 days) this Dynasty has existed for. | ||
==Recruitment== | ==Recruitment== |
Revision as of 21:21, 9 May 2017
Core Rules
Ruleset and Gamestate
This is the Ruleset for BlogNomic; all Managers shall obey it. Section One consists of the “core rules” of BlogNomic, covering basic proposal mechanics; Section Two contains the rules of the current dynasty; and Section Three contains the appendix, which exists solely to clarify the remainder of the ruleset.
The Ruleset and Gamestate can only be altered in manners specified by the Ruleset.
Managers may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Proposals at any time, including replacing Spivak and gender-specific pronouns with the singular “they”.
If the Ruleset does not properly reflect all legal changes that have been made to it, any Manager may update it to do so.
Managers
Any human may apply to join BlogNomic (if they are not already a Manager) by registering at http://blognomic.com via the Register link in the sidebar, and then making a post making clear their wish to be a Manager. An Admin shall add them to the roster in the sidebar and the GNDT, at which moment they become a Manager.
A Manager may cease to be a Manager at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Manager in this way may not become a Manager again within the following two weeks. A Manager may only change their name as a result of a proposal approving the change.
Some Managers are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Managers who wish to become Admins may sign up with a username for the Ruleset Wiki, and submit a Proposal to make themselves Admins. Existing Admins may be removed from their posts by Proposal, CfJ, or voluntary resignation. New admins shall be given the GNDT configuration password when they become admins.
Idle Managers
Some Managers are Idle, and shall be marked as such in the sidebar. For the purposes of all Gamestate and the Ruleset, excluding Rules “Ruleset and Gamestate”, “Managers”, “Dynasties”, “Fair Play” and any of those Rules’ subrules, Idle Managers are not counted as Managers.
If a Proposal contains a provision that targets a specifically named Idle Manager, then that Idle Manager is considered to be Unidle solely for the purposes of enacting that specific provision
When a Manager is unidled, if they went Idle in the same dynasty, their personal gamestate retains the last legally endowed values it had, if they are still valid. Otherwise (including if a value is invalid, does not exist, or the Manager Idled in a different dynasty), the Manager is given the default value for new Manager, if such a value exists.
An Admin may render a Manager Idle if that Manager has asked to become Idle in an entry or comment from the past four days, or if that Manager has not posted an entry or comment in the last seven days. In the latter case, the Admin must announce the idling in a blog post. Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so. An Admin may Unidle a Manager if that Manager has asked to become Unidle in an entry or comment from the past four days, and Idle Admins may Unidle themselves at any time, unless the Manager who would be Unidled asked to become (or rendered themselves) Idle within the previous four days, and within the current dynasty.
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.
Dynasties
BlogNomic is divided into a number of Dynasties. Each Dynasty may be headed by a single Manager, known as the Commissioner. If there is no Commissioner, the Dynasty is a Metadynasty.
Votable Matters
A Votable Matter is a post which Managers may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.
Each Manager may cast one Vote on a Votable Matter by making a comment to the Official Post that comprises that Votable Matter using a voting icon of FOR, AGAINST, or DEFERENTIAL. Additional voting icons may be permitted in some cases by other rules. A valid Vote is, except when otherwise specified, a Vote of FOR or AGAINST. A Manager’s Vote on a Votable Matter is the last valid voting icon that they have used in any comment on that Votable Matter. Additionally, if the author of a Votable Matter has not used a valid voting icon in a comment to the post, then the author’s Vote is FOR. A non-Manager never has a Vote, even if they were a Manager previously and had cast a valid Vote.
Votable Matters can either be Pending, Enacted, or Failed. When a Votable Matter is first put forward, it is considered Pending.
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.
This rule cannot be overruled by Dynastic Rules in its application to Calls for Judgement or Declarations of Victory.
Proposals
Any Manager may submit a Proposal to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Manager already has 2 Proposals pending, or has already made 3 Proposals that day).
Special Proposal Voting
When a Manager casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal Self-Killed, even if the author later changes their Vote. The Commissioner may use VETO as a voting icon to cast a Vote on a proposal; when the Commissioner casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Commissioner later changes their Vote.
If a Manager other than the Commissioner casts a vote of DEFERENTIAL on a Proposal, then the Vote of DEFERENTIAL is an indication of confidence in the Commissioner. When the Commissioner has a valid Vote other than VETO on a Proposal, then all votes of DEFERENTIAL on that Proposal are instead considered to be valid and the same as the Commissioner's Vote for the purposes of other rules unless otherwise specified.
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 Managers who are not voting AGAINST it is less than Quorum.
- It has been open for voting for at least 48 hours and cannot be Enacted.
If a proposal somehow ends up being pending for more than 7 days, it is ignored for the purpose of calculating the oldest pending proposal, and can be failed by any Admin.
Calls for Judgement
If two or more Managers actively disagree as to the interpretation of the Ruleset, or if a Manager feels that an aspect of the game needs urgent attention, then any Manager may raise a Call for Judgement (abbreviated CfJ) by posting an entry in the “Call for Judgement” category.
A Pending CFJ may be Resolved by an Admin if it has a Quorum of FOR Votes, a Quorum of AGAINST Votes, or if it has been open for voting for more than 48 hours. When a CFJ is Resolved, it is to be Enacted if it has more FOR Votes than AGAINST Votes and Failed otherwise. When a CFJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct the GNDT and other gamestate tracking entities, as specified in the CFJ.
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 Manager (other than the Commissioner) believes that they have achieved victory in the current Dynasty, they may make a post to the Blognomic weblog in the Declaration of Victory category, detailing this.
Upon doing so, the game immediately goes into Hiatus, if it hasn’t already. During this time, the only game actions that may be taken are those covered by Rules “Managers”, “Votable Matters”, “Calls for Judgement”, “Gamestate Tracking” and “Victory and Ascension”.
Every Manager may cast Votes on that DoV to indicate agreement or disagreement with the proposition that the poster has achieved victory in the current Dynasty.
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 Commissioner 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 Managers who are not voting AGAINST it is less than Quorum.
- It has been open for voting for at least 48 hours and cannot be Enacted.
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 Manager who made the DoV as its Commissioner. That Manager may pass this role to another Manager at this point by making a post to that effect, if they wish. The Hiatus continues until the new Commissioner makes an Ascension Address by posting an entry in the “Ascension Address” category - this should specify the Commissioner's chosen theme for the new Dynasty, and may optionally specify that the terms Manager and Commissioner will be replaced with theme-specific terms throughout the entire ruleset, and/or a number of dynastic rules to keep. Upon posting such an Ascension Address, the Ruleset is updated to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.
A DoV may not be started in the period between an enacted DoV and that DoV’s Ascension Address. When a DoV is failed, if it had at least one AGAINST vote, the Manager who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was failed.
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 Manager's behaviour or actions are otherwise deemed unacceptable (socially or otherwise), a proposal or CfJ may be made to reprimand or punish the perpetrator or, in cases of extreme or repeated violations, remove them from the game and bar them from rejoining.
- A single person should not control more than one non-Idle Manager within BlogNomic, and should announce publicly if they control both a non-Idle Manager and any Idle Managers.
- A Manager should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.
- A Manager should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).
- A Manager should not edit their own blog comments once posted, nor those of any other Manager.
- A Manager should not edit the "Entry Date" field of a blog post.
- A Manager should not make a DoV primarily to delay the game by putting it into Hiatus.
- A Manager should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an ascension address).
Seasonal Downtime
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”.
Atomic Actions
When a Manager performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other action defined in the Ruleset until all such steps are complete. In addition, the Manager performing an Atomic Action should perform its steps as quickly as they are able.
If an hour has passed since a Manager began an Atomic Action, but they have not completed it, all its steps are considered illegal and may be reverted by any Manager, and the Atomic Action is not considered to have been performed.
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.
Dynastic Rules
Bankroll
Each Manager has a Starting Cash value, tracked in the GNDT as “Start”, defaulting to 0, and a Cash value, tracked in the GNDT as “Cash”, defaulting to 0. If a Manager’s Starting Cash value is 0 and their Cash value is 0, they may set both to the same integer of their choice that is between 500,000 and 10,000,000. Cash may be positive, negative, or zero. If a Manager’s cash is ever below zero, they must pay interest by deducting a value equal to that Manager’s cash * -0.1 rounded up from their cash every day. If a Manager has cash below zero, and 48 hours has passed since they last paid interest in this manner, or since their cash first became negative if they have never paid interest, they lose all Bloggers, tools, and PEDs that they have. Managers with cash less than zero may not spend cash for any reason other than paying interest.
Managers, at-will, may Make a Deal with the Devil (a Faustian Deal). At that moment, their starting cash increases by 1,000,000 and their cash increases by 750,000. No Manager can make more Faustian Deals than the amount of weeks (periods of 7 days) this Dynasty has existed for.
Recruitment
Each Manager may employ up to three Bloggers (what we call Bloggsball players, to disambiguate them from Blognomic players). Information about Bloggers, including which Manager employs them, is tracked on the wiki page Blogger Roster. A Full Team is a Manager employing three Bloggers.
At any time, the Commissioner may create a new unemployed Blogger, determining their Name, Favorite Fruit, Country, and Bio.Their Level is determined by the sum of 3 DICE6 rolled in the GNDT. Each stat is determined by 2 DICE4, +2 rolled in the GNDT (each stat receives its own roll) The Blogging Average is determined by (DICE100 - 1) * 0.01. The Commissioner may then create an Auction with that Blogger’s information; this Auction has no Payee and a duration of 48 hours.
As a daily atomic action, a manager may intentionally cause personnel problems with a blogger they employ, by stating they are doing so and Rolling DICE10 in the GNT.
- On a 6 or better: The blogger leaves in a huff. The manager must put up a story post (the auction) auctioning off that blogger. The post must indicate clearly which blogger is being auctioned.
- On a 5 or less: The manager must pay (blogger level -10) *1000$, with a minimum of 0, to the blogger, because the team owner thinks they need to keep him.
The Underdog
Each Manager whose Starting Cash is the lowest amongst all Managers (or tied for the lowest) is considered to be an Underdog. Quorum is considered to be 1 less than usual for the purpose of Enacting a Proposal made by an Underdog. A person may not be the underdog unless their starting cash is a non-zero positive integer.
Bloggers
Bloggers have stats. These stats can take an integer value between 1 (inclusive) and 10 (inclusive), and default to 5. The stats are: Brains, Brawn and Balls.
Each Blogger can have one Tool. Managers can carry an unlimited amount of Tools and may move Tools between themselves and their Bloggers freely (except during a match), by updating the values in the Wiki and/or GNDT which reflect such. The GNDT tracks what Tools each Manager holds. Tools may have special effects. The Tools a Blogger may equip, and their special effects, are the following:
- Stick: The standard, run-of-the-mill Blogger tool to hit stuff. The Blogger can perform as if they had 1 extra Level while this item is equipped.
- Towel: A popular whipping tool that requires dexterity and finesse to employ. The Blogger can perform as if they had 1 extra Brains while this item is equipped.
- Fresh Trout: A risky, but sometimes effective tool which is traditional from the coastal areas to the north. The Blogger can perform as if they had 1 extra Balls while this item is equipped.
- Bigger Stick: A heavier, more hard-hitting stick. The Blogger can perform as if they had 1 extra Brawn while this item is equipped.
- La Cross Stick: A Blogger using this confuses any opposing Bloggers who don’t have a La Cross stick, making them perform as if they had X extra levels, where X is 3 - the number of La Cross Sticks the opposing team has, when equipped.
- Hockey Stick: A Blogger with this stick is more likely to get into fights with other Bloggers and ‘accidentally’ hurting people with it’s sharp edge. A Blogger equipped with this has +2 Balls and +1 Brawn but -3 Brains.
- Rubik’s Cube: A Blogger with this puzzle on the field becomes more analytic but not very strong. A blogger equipped with this has +2 Brains and +1 Balls but -3 Brawn.
- Dumbbells: A Blogger multitasking their weightlifting schedule becomes stronger on the field but not very Ballsy and has +2 Brawn +1 Brains but -3 Balls.
- Bat: While the Animal Protection services are still looking into the legality of using bats as a device for hitting balls and other Bloggers, the game goes on. If a Blogger’s team won the game last match and they had the Bat equipped during it, they steal one level from a random Blogger on the team that lost.
- Training Equipment: These cumbersome weighted gear and stick helps the Blogger train. For each game played with Training Equipment on the Blogger gains half a level. While equipped the Blogger plays with a level of 5.
- Counterfeit Ball & Stick: While this is an illegal play, it certainly will win games if you’re not caught. A Blogger with a counterfeit ball plays with 10 extra levels. After a game there is 45% chance that the Umpire saw the cheating, if that happens the following happens: the team automatically loses (this can result in a double loss if two teams are found out), the Blogger is disqualified from Blogsball and removed from the Blogger Roster page and the Manager of that Blogger is fined $100,000.
- Golf Clubs & Caddy: In the rules the Caddy is not allowed to influence the ball, he can only help switch to the appropriate club. A Blogger equipped with Golf Clubs & Caddy is slowed down a lot to switch to the appropriate club, but when they do hit it’s much more skilled than other sticks, they have one less level but get +1 to each stat.
- Tree Trunk: This massive stick can only be wielded by giants with 9 or more Brawn. When equipped the Blogger has +5 Brawn.
- Principia de Mathematica: Learning the fundamentals of calculus straight from Newton needs Brains 9 or higher to utilize while playing a Bloggsball match. When equipped the Blogger has +5 Brains.
- 3 Flaming Chainsaws: It takes a lot of Balls (and dexterity) to juggle 3 Flaming Chainsaws during a match, 9 or more to be precise. When equipped the Blogger has +5 Balls.
- Demonic Pentagram: A Blogger with a pentagram gains unholy power. A Blogger with this equipped has +X levels where X is 4 - the number of Bloggers on the opposing team with a Holy Cross equipped. A Blogger that has had a Demonic Pentagram equipped cannot ever equip a Holy Cross. The blood ritual that allows the Demonic Pentagram to be unequipped costs the Blogger 1 level. Every two Bloggsball games a Blogger with this equipped must do a sacrifice which results in their level being reduced by 0.5.
- Holy Cross: A Blogger with a holy cross gains divine luck and power during a game. If a roll that pertains to a Blogger equipped with a Holy Cross happens, the Manager rolls twice and gets to choose which one happens, if it is a private roll (such as a roll the Commissioner would normally do) instead the most optimal result is chosen from two rolls; for example if a roll for checking PEDs happens on a Blogger with the Holy Cross the result that involves not being found out is chosen if available.
- Garlic: This powerful charm will give a Blogger +0.5 level and +0.5 Brains and if that Blogger is chosen for the effects of Bat, they instead steal a level from the player.
- Self-help Book: This book has the potential to change people’s lives for the better. Bloggers who have it equipped perform as if they have 4 extra levels but 0 for any of their stats.
- How To Book: This book improves a Blogger’s skills. A Blogger with this equipped does not have their level added for the purposes of calculating whether a game is won. A Blogger with this equipped performs as if their level was added to each of their stats.
- Team Logo: This unweildy plastic cutout allows a Blogger to perform with +0.5 to their Level, +2 to their image stat and -0.5 to their non-image stats.
A manager who has not done so this dynasty may aquire the following tools:
- One Stick
- One randomly determined (by the GNDT) Towel, Fresh Trout, or Bigger Stick.
- One of the tools not mentioned in the previous two bullets, randomly determined (by the GNDT).
- One more tool, determined by rolling DICE6 in the GNDT: 1-3 gives a stick, 4 a towel, 5 a fresh trout, and 6 a bigger stick.
Each Blogger has a “Blogging Average” tracked on the Blogger Roster, which is a measure of their accuracy at hitting things with a tool. Blogging Averages are two digit decimal numbers which range from 0.00 to 0.99. After playing a game in which they use a Stick and are not drugged, a Blogger adds half of their Blogging Average rounded to two decimal places to their Level.
Conferences
Each Manager has a Conference, tracked in the GNDT as a cardinal direction. If they have not done so this dynasty, a Manager may change their Conference. As a weekly action, the Commissioner may change the Conference of up to two managers.
Performance Enhancing Drugs (PED)
Each Manager has the number of PEDs they own tracked in the GNDT as a non-negative integer. A Manager can buy any number of PEDs out of the Back Alley once a day as an atomic action by following these steps:
1. The manager rolls 1 DICE10 in the GNDT and multiplies the result by 100. This is the price for 1 PED.
2. Purchase X PEDs by spending the previously calculated price in Cash per PED they wish to buy.
Starting at the week that starts at the 1st of May of 2017, once per week, at any time during a secretly random day determined by the Commissioner, the Cops do an Investigation. When this happens, the Commissioner must do a story post related to the Cop’s Investigation and roll 1d2 until a 1 appears. For each 2 that appears during that process, the Manager with the most PEDs loses all of their PEDs (if there is a tie, all tied Managers lose their PEDs).
Managers can freely remove PEDs from their inventory at any time.
A Manager may drug a Blogger they employ if they have more than zero PEDs and doing the following atomic actions:
1. Subtract a number between 1 and the number of PEDs they currently have.
2. Track on the Blogger’s bio the number of PEDs subtraced in a variable titled “Roids”
When a drugged Blogger plays a game they play with X extra levels, where X is log base 2 of that Blogger’s Roids rounded up.
If a blogger was drugged during a game, after that game they lose that status and their Roids are set to 0.
Gameplay
As a daily action, the Commissioner may oversee a Bloggsball game between two Full Teams of the Commissioner’s choice, henceforth referred to as teams A and B.
As an action that may be taken at most once every two weeks, a manager may oversee a Bloggsball game between their team and a team of their choice, henceforth referred to as teams A and B, if both teams are full.
As an action (may be taken as often as one likes), a manager (whose Full Team is henceforth referred to as team A) may challenge (in a public posting to the Blog) a Full Team of their choice, henceforth referred to as team B. If the manager of team B accepts the challenge (in a comment on the first post), the manager of team B SHALL oversee a Bloggsball game between teams A and B. No two players may play more than five games with each other under this provision per week. No individual team may play more games than the number of Managers in any given week.
This Overseeing is an atomic action consisting of the following steps:
- Calculating the Power of each team. Let the power of team A be represented by X and the power of team B be represented by Y. Team A cannot be the same team as team B and vice versa.
- Choosing an odd number of rounds for the game between 5 and 25. Traditionally, this is 13.
- Rolling a DICE(X+Y), once for each round. The commissioner does not need to roll this in the GNDT. For a given die, if it is less than or equal to X, team A scores a point. Otherwise, team B scores a point. The team that scores more points during the game wins the game.
- Making a post containing the results of the game.
The number of games a manager’s team has played is tracked in the GNDT.
A Manager whose team has played three more games than any other manager may not have their team play in a blogsball game.
Team Power
A team's power against another team is calculated like this: Sum the level of the team's bloggers. If you have a blogger with the highest brains (including ties), add their brains stat. If you have two, only add the stat once. If you have a blogger with the highest (including ties) brawn, add their brawn stat. If you have two, only add the stat once. If you have a blogger with the highest balls (including ties), add their balls stat. If you have two, only add the stat once.
Revenue
When a bloggsball match is played, each manager with players in the match receives Cash.
- a base of 100,000 for playing a match.
- an additional 100,000 * ( X-10), where X is the level of the highest level player in the game, to a minimum of 0.
- a bonus of an additional 100,000 for the manager of the team that won the match.
Managers
Managers have an Image to uphold for their team and themselves. This Image can be Brains, Brawn, Balls or none, and it defaults to none. Image is tracked in the GNDT. A Blogger’s dominant stat is their highest stat; on ties, Brains has the highest precedence, followed by Balls, then Brawn. Whenever a Manager acquires a Blogger, their Image changes to be that Blogger’s dominant stat immediately after the acquisition. Whenever a Manager acquires a Blogger whose dominant stat isn’t that of their Image, that Blogger loses one Level. Whenever a Manager acquires a Blogger whose dominant stat is that of their Image, that Blogger gains one Level.
Managers can take on the field themselves instead of a Blogger they’re employing for a match, if they make a comment in the GNDT stating such before that match (between 24 hours and 1 hour before the match). Managers play with a level equal to 10, stats equal to 5, and a bonus of +6 to their image stat (or +2 to all stats if their image is “none”). For that match, the manager can use a single Tool that they own that isn’t being held by another Blogger. During that Match, the Manager is also a Blogger.
Managers have in their personal Blogger Roster area subsections titled “Team Name” and “Team Bio” and may add text content to such sections, and may modify at-will such text content. Team Name and Team Bio and its content hold no formal commanding power, and exist solely for flavor purposes.
It is recommended to include this flavor content into other relevant posts (such as Match posts) when appropriate.
Levels and Stats
Levels and Stats are decimal numbers.
The Time Machine
As a weekly action, any Manager can spend $1,000,000 to Use The Time Machine to cause one Time Effect. The Time Effects are the following:
- Increasing or reducing the Starting Cash of any Manager by 1DICE10 times $100
- Increasing or reducing the amount of Games Played of any Manager by 1DICE3 minus 1. If the amount of Games Played would take a negative value due to this effect, it’s set to 0 instead.
- Rolling a 1DICE2. If the result is 1: resetting a Blogger’s level and stats to the amount that it originally had at creation. If its 2, nothing happens.
Training
As an action (without limitation of time), any manager may spend $100,000 to train a player. Training is an Atomic Action consisting of
- Declaring a primary and secondary stat (including a player’s level)
- Rolling 1 DICE6 in the GNDT.
-
- If the result is 1, decreasing both the primary and secondary stats by 1.
- If the result is 2 or 3, doing nothing.
- If the result is 4, increasing the primary stat by 1.
- If the result is 5, increasing both the primary and secondary stats by 1.
- If the result is 6, increasing the primary stat by 2 and the secondary stat by 1.
Trading
Managers may not have negative cash or take any action that would cause them to have negative cash. As an action (without limitation of time), a manager may trade a bloggsball player (from their team) with a bloggsball player (from another team), with the approval of the other manager. The managers may also pay each other money in this transaction. A payment consists of decreasing the cash of one manager by a certain amount, then increasing the cash of the receiving manager by an equal amount.
At any time, a Manager can create an Auction for a Blogger they employ with a Duration of their choice. That Blogger then does not count as employed by the auctioning Manager for the purposes of all rules. The Payee of the Auction is the Manager who created it.
Any comment on an Auction that contains the string “I bid $X” or “I bid £X” is a valid bid of value X if X is an unambiguous positive integer and the commenting Manager employs fewer than three Bloggers. After the Auction has been posted for more than 48 hours, the Manager (of the team on which the player currently plays) may close the auction by noting this in a comment. When the auction is closed, the Manager who had the valid bid with the highest value X spends X from their Cash to employ that Blogger, breaking ties toward the first bidder. The amount X spent is added to the cash of the Manager (of the team on which the player currently plays).
As an action (without limitation of time), a manager may offer any other manager a sum of money for another player. If the other manager accepts, the player is moved to the team of the first manager and the sum of money is paid by the first manager to the second manager.
Auctions
An Auction is a post auctioning off the employment of a Blogger. To create an Auction, a Manager, henceforth referred to as the Auctioneer, creates a story post containing the identity of the Blogger being auctioned and, optionally, the Duration of the auction, defaulting to 48 hours if not specified. Managers may not create Auctions except where specified elsewhere in the Ruleset.
Any comment on an Auction that contains the string “I bid $X” or “I bid £X” is a valid bid of value X if X is an unambiguous positive integer. Any of the following conditions being met makes a bid invalid:
- The bidding Manager already employing three Bloggers.
- The bidding Manager having less Cash than the value of the bid.
- The bidding Manager becoming idle or otherwise not a Manager.
- A previous bid on this post was made for a higher amount.
- The bid is a value of $0
- The bidding manager having already made three bids on this auction.
After the Auction has been posted for longer than the Auction’s Duration, the Auctioneer may close the auction by noting this in a comment. When the auction is closed, the Manager who had the valid bid with the highest value X that is at least 10% greater than the next highest valid bid on that post (or is the only valid bid on that post) spends X from their Cash to employ that Blogger, and if the Auction designates a Payee, the Payee gains X to their Cash. If there are no valid bids on this Auction when it is closed, no Manager employs that player and the player is not tracked on Blogger Roster.
Glossary
- Any action that “spends” X or “buys [something] for X” deducts X from acting Manager’s Cash.
- The words match and game shall be considered synonymous throughout the ruleset.
Combos
Anytime that a Manager wants to do 5 or more actions within an hour they may choose in leui of doing all of those actions separately, which potentially causes confusion as to what is happening, to make a “Combo” blog post that cannot be edited after posting. The gamestate may be changed to reflect the results of the Combo once all of the actions are completed.
A Combo post is a numbered list of the actions taken, the first action is #1 each subsequent number of actions is increased by one. Each action and the portion of the gamestate changed from that action are kept on their own line. An Atomic action has lettering of it’s steps, refer to the example and note the curly braces vs the parenthesis.
Example Combo 1 [action one] ([gamestate before action] -> [gamestate after action]) 2 [action two] ([gamestate before action] -> [gamestate after action]) 3 [atomic action] {[gamestate before atomic action]} 3a [first atomic substep] ([gamestate before substep] -> [gamestate after substep]) 3b [second atomic substep] ([gamestate before substep] -> [gamestate after substep]) {[gamestate after atomic action]} 4 [action four] ([gamestate before action] -> [gamestate after action]) etcetera . . .
If any actions require a die roll or other random event that is visible to the public, Managers must make those rolls before posting the combo with a note stating which step the roll is for and what action they are taking and the title of their Combo. Managers may not make multiple rolls in the GNDT for the same step. Managers cannot have two or more rolls in the GNDT with Combo titles that are different unless all but one of the Combo titles have been posted and include that roll.
Each action of a Combo happens in their own second, substeps of an Atomic Action happen all at the same second as the parent step. The first action happens at the time the Combo is posted.
Tools
As a weekly action a Manager can pay 20% rounded down of their cash to a minimum of $100,000 to add a Stick to their list of tools.
A Manager may pay $(X * 100,000) to upgrade a tool not currently equipped to a Blogger. They replace the tool they are upgrading with the upgraded tool. X is the number of upgrades the tool that mManager is upgrading to it takes to get from a Stick. For example Rubik’s Cube is 2 upgrades away from Stick, so to upgrade a Towel to a Rubik’s Cube it would cost $200,000. A tool that is being upgraded can only upgrade to a tool that is on a cell directly to it’s right on the Tool Table. For example to upgrade a Golf Clubs & Caddy, it can upgrade to a Bat, Garlic or La Cross Stick.
Stick | Team Logo |
Stick | Fresh Trout |
Stick | Towel |
Stick | Bigger Stick |
Team Logo | Golf Clubs & Caddy |
Golf Clubs & Caddy | Bat |
Bat | Demonic Pentagram |
Golf Clubs & Caddy | Garlic |
Garlic | Holy Cross |
Golf Clubs & Caddy | La Cross Stick |
Fresh Trout | Hockey Stick |
Hockey Stick | Counterfeit Ball & Stick |
Hockey Stick | 3 FLaming CHainsaws |
Towel | Rubik's Cube |
Rubik's Cube | Principia de Mathematica |
Bigger Stick | Dumbbells |
Dumbbells | Tree Trunk |
Dumbbells | Training Equipment |
Training Equipment | Self-Help Book |
Self-Help Book | How To Book |
Shhh!
For any auction the Commissioner may make it a silent auction by doing at least one of the following:
- including the text “[SHH!]” in the title
- including the text “silent auction” somewhere in the body
- making a comment with the text “SILENCE!” before anyone has made a valid bid
Silent auctions can be made regular auctions for up to one hour after the auction was posted if the Commissioner has not received any silent bids and they make a comment with the text “SPEAK UP!”
The differences between a silent auction and a regular auction are:
- any bids are sent as private messages to the Commissioner, with the name of the player they are bidding on.
- silent bids (bids made on silent auctions) can be made for a lower amount than the Manager’s previous bid.
- silent bids made after the set time that the auction closed are invalid
Silent bids must be addressed only to the Commissioner and no other player. After the silent auction ends the Commissioner makes a comment stating who won the auction and how much their bid was. The Commissioner may not disclose the other silent bids and may not disclose any silent bids for an auction before that auction has closed. The Commissioner may not bid on a silent auction.
If the Commissioner creates a silent auction that they wish to participate in the bidding of, they may nominate a Manager with a full team to be the Silent Auctioneer, that Manager may accept or decline, stating so in a comment of that auction. For this rule only and for the specific auction that the Manager has accepted, the Silent Auctioneer is considered to be the Commissioner and the Commissioner is considered to be a Manager.
Endgames
Starting at a day of the Commissioners choice after the 15th of May of 2017, the Final Bowl will occur. Before the 15th of May, the Commissioner should announce (in a public post) what starting date for the Final Bowl they have chosen.
The Final Bowl is a grand event. Each Non-Commissioner Manager plays one 13-round Match against each other Manager - this is a Final Bowl Match. The amount of Points earned during those Matches will add to the Manager’s Final Point’s pool, which starts at zero. Any Manager may Oversee these matches (but with the conditions that Final Bowl Matches have, such as them having 13 rounds).
Merit is equal to the amount of Final Points a Manager has divided by their Starting Cash. This value can be decimal.
After all possible Final Bowl Matches have been played, the Final Bowl can end with a Closing Ceremony. The Commissioner has the ability to perform a Closing Ceremony. The Closing Ceremony is a blog post with a summary of all Final Bowl Matches and a tally of all Final Points and Merit.
The Manager who has achieved the most Merit after a Closing Ceremony has achieved Victory during the current Dynasty. However, in case of a tie, nobody achieves victory instead, and another Final Bowl which only involves the tied Managers should be played, until a victor arises.
Tags
Tags are put in the title of the votable matter with the format “[X]” where X is the tag. Votable matters with tags in their titles are considered to have those tags. Tags which are not defined anywhere are invalid. Votable matters cannot have invalid tags.
Votable matters have at least one tag, if no tags are given the defaults are used. Proposals default to [Dynastic] and [Gamestate], DoV default to [Victory] and [Gamestate] and other Votable matters default to the [Gamestate] tag. CfJ default to every tag.
Some valid tags are:
- Victory
- Dynastic
- Gamestate
- Core
- Appendix
Tags, other than [Victory] and [Gamestate], correspond to a rules which in the ruleset’s table of contents are prefixed with a string containing only numerals. For each tag which corresponds to a section in the ruleset, votable matters can only make changes to that tag’s corresponding ruleset section if they have that tag.
Votable matters can only affect the gamestate if they have the [Gamestate] tag. Votable matters can only give a Manager victory if they have the [Victory] tag.
The partial list of valid tags is maintained as follows:
- tags, other than [Victory] and [Gamestate], which do not have a section in the ruleset they correspond to are not valid and should be removed from the list.
- rules which have a prefix in the ruleset’s Table of Contents that contain only numerals and don’t have a corresponding tag should have a tag added to the list. Adding a tag to the list is done by taking the section name that needs a tag and adding it to the list of valid tags. Then if the most recently added tag has the word “Rules”, remove that word from the tag unless that is the only word in the tag.
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 Managers.
- Daily Action
- If a game action is a Daily Action, each Manager able to perform it may take that action once each day, but not more than once every ten hours.
- Daily Communal Action
- A Daily Communal Action is a Daily Action that can only be performed by one Manager 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.
- 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 Manager’s Effective Vote Comment with respect to a given Votable Matter means that Manager’s Comment to that Votable Matter, if any, that contains that Manager’s Vote on that Votable Matter.
- Flavour Text
- When posting a blog entry, a Manager may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.
- Gamestate
- Any information which the Ruleset regulates the alteration of. All GNDT columns that the Dynastic Rules explicitly mention are assumed to be Gamestate, as are all Wiki Pages that the Dynastic Rules explicitly mention except for dynastic histories and discussion pages.
- IRC Channel
- 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 Managers is half the number of Managers in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Managers it is referring to, it is referring to a Quorum of all Managers.
- Resolve/Resolution
- If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting or failing a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words
- Rule
- 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.
- Slack
- The BlogNomic Slack is located at blognomic.slack.com. Managers may request an invite to the Slack while logged in by clicking the button in the sidebar.
- Slack Channel
- A Slack Channel is any channel on the BlogNomic Slack. To reference a Slack Channel, use a hash (#) followed by the name of that channel. (For example, #random.)
- Story Post
- 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.
- Table of Contents
- The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.
- TOC
- Table of Contents.
- 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 Manager able to perform it may take that action once each week, but not more than once every twenty-four hours.
- Weekly Communal Action
- A Weekly Communal action is a Weekly Action that can only be performed by one Manager per week.
- Wiki
- The BlogNomic Wiki at http://wiki.blognomic.com
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 Manager 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.
An official post may be altered or removed by its author if it is less than six hours old and either no Manager has commented on it or all comments on it contain no voting icons; otherwise this can only be done as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post's Status must be changed to reflect its status.
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 Manager who has been a Manager for fewer than seven days contains the word “Proposal” in its title, but is not a Proposal, and if it has been posted for less than an hour, then any admin may change it to be in the Proposal category.
Specific parts of the Gamestate data shall be tracked by the Generic Nomic Data Tracker at http://blognomic.com/gndt/generic.cgi?nomic=blog. Any Manager may update any Manager's data via the GNDT, whenever the Ruleset permits it.
All updates to the GNDT are logged. For gamestate which is tracked in a specific place (such as the GNDT or a wiki page), any alteration of that gamestate as a result of a Manager’s action is (and can only be) applied by editing that data in that place. One GNDT or wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The GNDT merely represents the Gamestate, and is not the same thing. In the event that the Gamestate and the GNDT are different, any Manager may correct the GNDT to comply with the Gamestate.
If a Manager feels that the GNDT was altered such that it no longer matches the gamestate (such as by performing an action which was against the Rules (as they were at the time of the alteration), or by any other means), they may simply undo the effects of that alteration. Instead of repeatedly reverting and re-reverting a disputed GNDT update, Managers are encouraged to raise a Call for Judgement instead. Managers 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 Manager with server-level access to the BlogNomic site who is able to perform the changes, and must also update this rule to reflect the new potential outcomes.
Clarifications
Numbers and Variables
- 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 Managers to transfer a numeric value only allows them to transfer that value from themselves to another Manager (of their choice unless otherwise stated).
- A Manager who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action's effects are limited to changing values tracked in the GNDT and/or similar gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.
- If a rule implies that the result of any calculation should be an integer (for instance, by attempting to store that result in, or add it to, a gamestate variable that can only hold integers), the result of the calculation is instead the result rounded towards 0.
- If a number or other game variable is selected 'at random' or 'randomly' from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate DICE roll in the GNDT, unless otherwise specified. If a selection is explicitly specified as being “secretly” random, the Manager making this determination may do so using a private method of their choosing, instead of the GNDT.
- If a game variable has no defined starting value, then that starting value is the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”).
- Invalid values for game variables can never be used, even if the values stored in the GNDT remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)
Rules and Proposals
- 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, Manager A gains 1 point”), that step is ignored for the purposes of enactment. Once a proposal has been enacted, it can have no further direct effect on the gamestate.
Time
- 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 Manager if it is explicitly stated that it refers to a Manager'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 “Managers may Kick each other” and “Managers may not kick each other on Tuesdays” exist, and it is Tuesday, Managers may not Kick each other.)
- If two parts with the same scope contradict each other, the negative rule applies. (e.g. with “Managers may Punch a Spaceman on Friday” and “Managers may not Punch Spacemen on Friday”, then Managers may not Punch Spacemen on Friday.)