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Latest revision as of 05:31, 3 November 2014
Contents |
Core Rules
Ruleset and Gamestate
This is the Ruleset for BlogNomic; all Players 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.
Players 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”.
Players
Any human may apply to join BlogNomic (if they are not already playing) by registering at http://blognomic.com via the Register link in the sidebar, and then making a post making clear their wish to be a Player. An Admin shall add them to the roster in the sidebar and the GNDT, at which moment they become a Player.
A Player may leave the game at any time by posting an entry to the BlogNomic weblog requesting such an action. A Player may not rejoin the game within two weeks after having left. A Player may only change their name as a result of a proposal approving the change.
Some Players are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Players 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.
This rule may not be overridden by dynastic rules.
Idle Players
Some Players 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”, “Players”, “Dynasties”, “Fair Play” and any of those Rules’ subrules, Idle Players are not counted as Players.
If a Proposal contains a provision that targets a specifically named Idle Player, then that Idle Player is considered to be Unidle solely for the purposes of enacting that specific provision
When a Player 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 Player Idled in a different dynasty), the Player is given the default value for new Player, if such a value exists.
An Admin may render a Player Idle if that Player has asked to become Idle in an entry or comment from the past four days, or if that Player 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 provided they’ve made a post or comment declaring their intent to do so in the past four days. An Admin may Unidle a Player if that Player 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 Player who would be Unidled asked to become (or rendered themselves) Idle within the previous four days, and within the current dynasty.
Dynasties
BlogNomic is divided into a number of Dynasties. Each Dynasty may be headed by a single Player, known as the Emperor. If there is no Emperor, the Dynasty is a Metadynasty.
Votable Matters
A Votable Matter is a post which Players may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.
Each Player 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 Player’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-Player never has a Vote, even if they were a Player previously and had cast a valid Vote.
Votable Matters can either be Pending, Enacted, or Failed. When a Votable Matter is first put forward, it is considered Pending.
Whenever an Admin resolves a Votable Matter, they must also mark their name, and report the final tally of Votes (or the fact that it was self-killed or vetoed).
This rule cannot be overruled by Dynastic Rules in its application to Calls for Judgement or Declarations of Victory.
Proposals
Any Player may submit a Proposal to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Player already has 2 Proposals pending, or has already made 3 Proposals that day).
Special Proposal Voting
When a Player casts an explicit vote AGAINST their own Proposal, this renders the Proposal Self-Killed, even if the author later changes their Vote. The Emperor may use VETO as a voting icon to cast a Vote on a proposal; when the Emperor casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Emperor later changes their Vote.
If a Player other than the Emperor casts a vote of DEFERENTIAL on a Proposal, then the Vote of DEFERENTIAL is an indication of confidence in the Emperor. When the Emperor has a valid Vote other than VETO on a Proposal, then all votes of DEFERENTIAL are instead considered to be valid and the same as the Emperor'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 Players 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 Players actively disagree as to the interpretation of the Ruleset, or if a Player feels that an aspect of the game needs urgent attention, then any Player 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 Player (other than the Emperor) 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 “Players”, “Votable Matters”, “Calls for Judgement”, “Gamestate Tracking” and “Victory and Ascension”.
Every Player 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 Emperor 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 Players 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 Player who made the DoV as its Emperor. That Player may pass this role to another Player at this point by making a post to that effect, if they wish. The Hiatus continues until the new Emperor makes an Ascension Address by posting an entry in the “Ascension Address” category - this should specify the Emperor's chosen theme for the new Dynasty, and may optionally specify that the terms Player and Emperor 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 Player 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 Player'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 Player within BlogNomic.
- A Player 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 Player should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).
- A Player should not edit their own blog comments once posted, nor those of any other Player.
- A Player should not edit the "Entry Date" field of a blog post.
- A Player should not make a DoV primarily to delay the game by putting it into Hiatus.
- A Player should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an ascension address).
Seasonal Downtime
Blognomic goes into hiatus every year on December 24th, and remains in hiatus until December 27th. During this time no game actions may be taken except those described in the rules entitled “Votable Matters,” “Gamestate Tracking” and “Call for Judgement”.
Dynastic Rules
Image and Style
Each Player should choose one item from a numbered list on this page to be their Image, tracked in the GNDT column “Image”. No Player may have an Image that another Player has.
Each Player should choose another such item to keep secret and be their Style, tracked in the GNDT column “Style” as the first 8 characters of the SHA-1 hash of [their Style concatenated with an 8-character nonce]. Every player should keep their nonce somewhere safe in case they need to verify their Style.
Players without an Image or Style are Impossible. They may also not take any action from a dynastic rule other than this one (”Image and Style”) unless the rule explicitly states otherwise.
Changing Image
If a Player has an Image and has not changed their Image within the last 48 hours, they may change their Image to another valid Image provided provided the following all hold:
- The new Image contains a different number of characters as their old Image.
- The new Image starts with the same letter that the old Image started with or ends with the same letter their old Image ended with, but not both.
- The new Image is in a different numbered list as their old Image.
Eyes
There is a GNDT column labeled “Eyes” that defaults to 1. A player who reduces their own Eyes from two to one becomes an Odin until they no longer have exactly one eye.
Classification
The following are appropriate Classifications of Players with certain numbers of Eyes:
- 1 Cyclops
- 2 Rabbit/Sperm Whale/Fruit Bat
- 3 Enlightened
- 4 Myopic
- 5 Opabinia
- 6 Sicarius
- 7 Mnemosyne
- 8 Arachnid
- 16 Mantis Shrimp
Hints
A Player may have Hints about their Style, tracked in the GNDT as a set of numbers followed by a set of letters. If a Player’s Hints contain the first letter of their Style, or the number of their Style in its corresponding list, that Player is Impossible. Impossible Players cannot achieve or declare victory, even if they would otherwise fulfil the necessary requirements. Any Declaration of Victory should provide proof that the Player who posted it is not Impossible. If it does not, all Players are encouraged to oppose the DoV.
Whenever a Player who has a Style changes their Image, if they do not already have the first letter of their new Image as a Hint, they may add that letter to their Hints to gain one Eye.
Whenever a Player who has a Style changes their Image, if they do not already have the number of their new Image in its corresponding list as a Hint, they may add that number to their Hints to gain one Eye.
Guesses
Each Player has a set of Guesses, tracked in the GNDT. If a Player’s Guesses include their Style, that Player is Impossible. A Player may spend 1 Eye to add up to five valid Images to another Player’s Guesses. If a Player’s Guesses include their Style, that Player may, and is strongly encouraged to Expose themself by changing their Style to their actual, decrypted Style, accompanied by their nonce, in the GNDT. They then gain three Eyes.
Absorption
If the Number or Letter part of a Player’s Hints includes all of the numbers or letters, respectively, of all other Players’ Hints, other than the first first letter of their Style, or the number of their Style in its corresponding list, then that Player achieves victory.
Questions
At any time a player (A) may spend 1 Eye to pose a yes or no question to any player (B) (including themselves) by posting a story post with the title: “Question: [Player name] [Question]”. This question must be about B’s style and cannot have already been asked to B. This question shall also be recorded in the appropriate section in the Question wiki.
Any player who has any unanswered questions posed to them may choose to answer them with a “yes” or a “no” (or any recognizable variants on this binary). If this player does so, they must record the answer both in the initial question post and in the Question wiki. They then gain 1 Eye.
If it can be proven that a player falesly answered one of their questions (e.g. they answered “no” to a question when the answer should have been “yes”) that player becomes impossible.
Global Questioning System
At any time a player (A) may spend 3 Eyes to pose a yes or no question to all players (other than themselves) by posting a story post with the title: “Global Question: [Player name]”. This question must be solely about style and be truthfully answerable by each player without needing to know any other player's style. This question shall also be recorded in the appropriate section in the Question wiki.
All players must respond to the question within 72 hours of the question being posted, unless they join or unidle after the question is posted. Otherwise they become impossible.
When responding, they may choose to answer them with a “yes” or a “no” (or any recognizable variants on this binary). If this player does so, they must record the answer both in the initial question post and in the Question wiki. If it can be proven that a player falesly answered a global questions (e.g. they answered “no” to a question when the answer should have been “yes”) that player becomes impossible.
Quotes
All Players are encouraged to accompany their votes on Proposals with relevant or particularly poignant quotes from their Image.
Copying
As a daily action, a Player (the Challenger) may spend two eyes to Challenge another Player (The Challengee) by making a story post to the blog with the subject “Challenge: [Player name] [hint 1] [hint 2]” where [Player name] is the name of the Challengee, and [hint 1] and [hint 2] are two different Hints of the same type (i.e. both letters or both numbers). The Challenger must have both of the mentioned Hints in order to make the post.
Within 72 hours of the post being made, the Challengee may respond by either adding [hint 1] or [hint 2] (or both) to their list of hints (provided it isn’t already there). If, after 72 hours of the post being made, neither [hint 1] or [hint 2] are in the Challengee’s list of hints, any player may add both [hint 1] and [hint 2] to the Challengees Hints.
MacGuffin
The first Player to Obtain the Diamond achieves victory.
Potatoes
As a daily action a Player may increase their eyes by one. If a player does not perform this action on a particular day, they may perform it once within the 72 hour period immediately following the day which they did not perform it.
Unnamed Rule
A Player (A) who successfully determines the Styles of three other non-Impossible Players obtains the Diamond, unless Player (A) is Impossible, in which case (s)he does not obtain the Diamond, but instead gains ten Eyes.
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 Players.
- Daily Action
- If a game action is a Daily Action, each Player able to perform it may take that action once each day, but not more than once every ten hours.
- Day
- References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.
- Dice
- References to "YDICEX" refer to Y X-sided dice, rolled within the GNDT. To roll dice, post DICEX in the comments field of the GNDT, replacing X with the number of sides on the die you wish to roll.
- Dynastic Proposal
- A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.
- Effective Vote Comment (EVC)
- A Player’s Effective Vote Comment with respect to a given Votable Matter means that Player’s Comment to that Votable Matter, if any, that contains that Player’s Vote on that Votable Matter.
- Flavour Text
- When posting a blog entry, a Player may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.
- Gamestate
- Any information which the Ruleset regulates the alteration of, including all Wiki Pages, or GNDT columns, which the Dynastic Rules explicitly mention.
- IRC Channel
- The Blognomic IRC channel is located at #nomic on the slashnet network (irc.slashnet.org).
- May
- "is permitted to"
- May not
- "is not permitted to"
- Post
- A blog post published to the BlogNomic weblog at blognomic.com
- Private Message
- A message sent via Blognomic’s Private Messages system at blognomic.com.
- Quorum
- Quorum of a subset of Players is half the number of Players in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Players it is referring to, it is referring to a Quorum of all Players.
- Resolve/Resolution
- If used in a context of a Votable Matter, the world “Resolve” means to perform the act, as an Admin, of enacting or failing a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words
- Rule
- Each individually numbered section of the ruleset is a rule, including sections that are sub-rules of other rules.
- Shall
- "is required to"
- Should
- "is recommended that"
- Sibling Rule
- Two rules are “siblings” of each other if they are both direct subrules of the same rule.
- Story Post
- A Story Post is an entry in the “Story Post” category.
- Subject
- The "subject" of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is "" (i.e. an empty string) is not valid.
- Subrule
- A subrule is a type of rule that is nested within another rule. A proposal that specifically affects a rule affects all of its subrules; a proposal that specifically affects a subrule does not affect its parent rule or any other subrule of that rule, unless they are also explicitly cited as being affected by that proposal.
- Vote
- The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule “Votable Matters”. The word “Vote”, used as a verb, means the act of casting such a Vote.
- Voting Icons
- For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, an IMP http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and an Imperial Seal http://blognomic.com/images/vote/seal.gif shall represent the Imperial Veto.
- Week
- References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.
- Weekly Action
- If a game action is a Weekly Action, each Player able to perform it may take that action once each week, but not more than once every twenty-four hours.
- Weekly Communal Action
- If a game action is a Weekly Communal Action, it can be performed by any Player, but only if it has not been performed (by any Player) already in the same week.
- Wiki
- The BlogNomic Wiki at http://blognomic.com/wiki/index.php?title=Main_Page
Gamestate Tracking
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at http://blognomic.com. Any Player may post to the blog at any time, but may only make official posts to the blog when the Ruleset allows it. Posts following the format specified by a rule are considered official posts. No entry may be more than one of the following official types of post: Votable Matters, and Idling Post.
If no Player has commented on it, an official post may be altered or removed by its author; otherwise this can only be done as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post's Status must be changed to reflect its status.
A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following exception: Whilst a non-official post has been posted for less than fifteen minutes and has no comments, the author may change the categories as they wish.
Specific parts of the Gamestate data shall be tracked by the Generic Nomic Data Tracker at http://blognomic.com/gndt/generic.cgi?nomic=blog. Any Player may update any Player'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 Player may correct the GNDT to comply with the Gamestate.
If a Player 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, Players are encouraged to raise a Call for Judgement instead. Players 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 Player 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 Players to transfer a numeric value only allows them to transfer that value from themselves to another Player (of their choice unless otherwise stated).
- A Player 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 Players, or for existing Players upon the variable’s creation, then that starting value is zero (for numerical variables) or blank (for a text string or list).
- Invalid values for game variables can never be used, even if the values stored in the GNDT remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)
Rules and Proposals
- If a new rule is created by a proposal and its location is not noted in that proposal, that new rule is to be placed in the Dynastic Rules.
- Unless explicitly stated otherwise, a wiki page shall be blanked when it becomes gamestate.
- 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.
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 Player if it is explicitly stated that it refers to a Player'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 “Players may not Punch Spacemen on Friday”, then Players may not Punch Spacemen on Friday.)