Difference between revisions of "Ruleset"

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(→‎Dynastic Rules: enacting "Mourge")
(→‎Supplies: enacting "Lockbox Craction Lack Fix")
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#'''Airhorn''': Consumable. Pick any pair of Residents who have the same Priority and who both have a Health of 2 or more: select one of them and reduce their Health by 1 (to a minimum of 1). (If they have different Hangover values, you must select the one with the higher Hangover.) You may then repeat this action up to 10 times.
 
#'''Airhorn''': Consumable. Pick any pair of Residents who have the same Priority and who both have a Health of 2 or more: select one of them and reduce their Health by 1 (to a minimum of 1). (If they have different Hangover values, you must select the one with the higher Hangover.) You may then repeat this action up to 10 times.
 
#'''Lockbox''': If the carrier of a Lockbox also carries a Lockbox Key, and they choose to open the lockbox as a craction, roll a DICE9 in GNDT and enact the corresponding option to that number:
 
#'''Lockbox''': If the carrier of a Lockbox also carries a Lockbox Key, and they choose to open the lockbox as a craction, roll a DICE9 in GNDT and enact the corresponding option to that number:
#*Between 1 and 6. The lockbox contains a randomly chosen (by dice roll in GNDT) item from the Supplies that can appear in a Crate (The lockbox is destroyed).
+
#*Between 1 and 6. The lockbox contains a randomly chosen (by dice roll in GNDT) item from the Supplies that can appear in a Crate (The lockbox is destroyed). If a lockbox results in an item that can be worn, the Resident opening the lockbox must choose whether or not to wear that item a part of the craction of opening the lockbox.
 
#*7. The lockbox is empty, causing it to be destroyed without consequences.
 
#*7. The lockbox is empty, causing it to be destroyed without consequences.
 
#*8. The lockbox is trapped with explosives and the resident who opened the lockbox loses 3 health (this damage being directed at the torso). The lockbox is destroyed along with the lockbox key.
 
#*8. The lockbox is trapped with explosives and the resident who opened the lockbox loses 3 health (this damage being directed at the torso). The lockbox is destroyed along with the lockbox key.

Revision as of 19:21, 7 February 2018

Core Rules

Ruleset and Gamestate

This is the Ruleset for BlogNomic; all Residents shall obey it. Section One consists of the “core rules” of BlogNomic, covering basic proposal mechanics; Section Two contains the rules of the current dynasty; Section Three contains rules which apply in special cases; and Section Four contains the appendix, which exists solely to clarify the remainder of the ruleset.

The Ruleset and Gamestate can only be altered in manners specified by the Ruleset.

Residents 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 Resident may update it to do so.

Residents

Any human may apply to join BlogNomic (if they are not already a Resident) 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 Resident. An Admin shall add them to the roster in the sidebar and the GNDT, at which moment they become a Resident.

A Resident may cease to be a Resident at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Resident in this way may not become a Resident again within the following two weeks. A Resident may only change their name as a result of a proposal approving the change.

Some Residents are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Residents 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 Residents

Some Residents 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”, “Residents”, “Dynasties”, “Fair Play” and any of those Rules’ subrules, Idle Residents are not counted as Residents.

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

When a Resident 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 Resident Idled in a different dynasty), the Resident is given the default value for new Resident, if such a value exists.

An Admin may render a Resident Idle if that Resident has asked to become Idle in an entry or comment from the past four days, or if that Resident 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 Resident if that Resident 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 Resident 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 Resident, known as the Government. If there is no Government, the Dynasty is a Metadynasty.

Votable Matters

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

Votes

Each Resident 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 Resident’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-Resident never has a Vote, even if they were a Resident previously and had cast a valid Vote.

If a Resident other than the Government casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Government. When the Government has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the Government's Vote for the purposes of other rules unless otherwise specified.

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

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

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

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

Enacting and Failing

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

Special Proposal Voting

When a Resident 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 Government may use VETO as a voting icon to cast a Vote on a proposal; when the Government casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Government later changes their Vote.

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 all of the following are true:

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

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

  • It is Unpopular.
  • It has been Vetoed or Self-Killed.

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

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

  • It is Popular.

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

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

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

This Rule may not be overruled by Dynastic Rules.

Victory and Ascension

If a Resident (other than the Government) 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.

If the game is not already in Hiatus and there is a pending DoV, 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 “Residents”, “Votable Matters”, “Calls for Judgement”, “Gamestate Tracking” and “Victory and Ascension”.

Every Resident 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 by any Admin if any of the following is true:

  • It is Popular, it has been open for at least 12 hours, and either the Government has Voted FOR it or it has no AGAINST Votes.
  • It is Popular, and it has been open for at least 24 hours.

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

  • It is Unpopular, and it has been open for at least 12 hours.

When a DoV fails and there are no pending DoVs, Hiatus ends.

When a DoV is enacted, all other pending DoVs are failed, and a new Dynasty begins with the Resident who made the DoV as its Government. That Resident may pass this role to another Resident at this point by making a post to that effect, if they wish. The Hiatus continues until the new Government makes an Ascension Address by posting an entry in the “Ascension Address” category - this should specify the Government's chosen theme for the new Dynasty, and may optionally specify that the terms Resident and Government 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 Resident 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 Resident'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 Resident within BlogNomic, and should announce publicly if they control both a non-Idle Resident and any Idle Residents.
  • A Resident 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 Resident should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).
  • A Resident should not edit their own blog comments once posted, nor those of any other Resident.
  • A Resident should not edit the "Entry Date" field of a blog post.
  • A Resident should not make a DoV primarily to delay the game by putting it into Hiatus.
  • A Resident should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an ascension address).
  • A Resident should not roll dice in the GNDT that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action.

Dynastic Rules

Stats

Each Resident has a level of Alertness, being an integer value tracked in the GNDT and defaulting to one. A Resident with an Alertness or Health of zero (before or after applying Bonuses) is Sleeping. If no non-Empty Crate exists, a Resident who is Sleeping but not Knocked Out may Wake Up by setting their Alertness to 1.

Each Resident has a level of Health, being an integer value tracked in the GNDT and defaulting to 8.

Each Resident has a Hangover Level (or “Hangover”), which is an integer that can be negative, tracked in the GNDT as “Hangover”, and defaulting to 0.

If a stat in this rule (ignoring Bonuses) would be reduced below zero, it instead becomes zero. If a Resident’s Alertness or Health would be increased above ten (ignoring Bonuses), it instead becomes ten.

When a Resident is dealt Damage, their Health is decreased by that amount.

Supplies

Various Supplies are being delivered to the Residents by a well-meaning Government. Supplies are defined as the items on the following list, each having a name and optionally an effect:-

  1. Food: Consumable. The User gains 1 Health, loses 1 Alertness, and loses 8 Hangover.
  2. Water: Consumable. If the User has a Health below 3, they gain 1 Health. The User loses 4 Hangover.
  3. Energy Drink: Consumable. The User gains 1 Alertness and gains 10 Hangover.
  4. Hard-Hat: Clothing (Hat). If a Resident is wearing a Hard-Hat, every instance of Cranial Damage to them is reduced by 1.
  5. Backpack: Clothing (Body). If a Resident is wearing any Backpacks, they may carry up to eight Supplies instead of five.
  6. Kindling: Consumable. The User makes a fire and chooses another Resident. The chosen and the User both gain 1 Alertness.
  7. The Bird: Consumable. The User may choose to change any number, including 0, of Resident’s, and which Residents those are, Stance towards them to Suspicious.
  8. Pills: Consumable. The User gains 3 Alertness, loses 1 Health, and gains 40 Hangover.
  9. Tinned Food: Consumable. If the User has a Can Opener, they gain 1 Health, lose 1 Alertness and lose 8 Hangover.
  10. Can Opener:
  11. Binoculars: A Resident wielding Binoculars receives a +2 Bonus to their Alertness.
  12. Crowbar: A User wielding a Crowbar may take a Craction to deal 2 Cranial Damage to a Resident that they have a Violent Stance towards.
  13. Fuelcan: The User may take a Craction to replace an item inside the Crate with Kindling. After taking the Craction the Fuelcan is removed from the User’s inventory.
  14. Fibreboard: Structural, Clothing (Body). If a Resident is wearing Fibreboard, every instance of Bludgeoning Damage to them is reduced by 1.
  15. Airhorn: Consumable. Pick any pair of Residents who have the same Priority and who both have a Health of 2 or more: select one of them and reduce their Health by 1 (to a minimum of 1). (If they have different Hangover values, you must select the one with the higher Hangover.) You may then repeat this action up to 10 times.
  16. Lockbox: If the carrier of a Lockbox also carries a Lockbox Key, and they choose to open the lockbox as a craction, roll a DICE9 in GNDT and enact the corresponding option to that number:
    • Between 1 and 6. The lockbox contains a randomly chosen (by dice roll in GNDT) item from the Supplies that can appear in a Crate (The lockbox is destroyed). If a lockbox results in an item that can be worn, the Resident opening the lockbox must choose whether or not to wear that item a part of the craction of opening the lockbox.
    • 7. The lockbox is empty, causing it to be destroyed without consequences.
    • 8. The lockbox is trapped with explosives and the resident who opened the lockbox loses 3 health (this damage being directed at the torso). The lockbox is destroyed along with the lockbox key.
    • 9. The lockbox is trapped with gas and the resident who opened the lockbox loses 2 alertness and gains 20 hangover. The lockbox is destroyed.
  17. Lockbox Key: Used to open a Lockbox.
  18. Blueprints: Consumable. Randomly choose a type of Supply from those with the text Blueprints in their name, excluding those which are in a Resident’s Inventory already, and add it to your Inventory. If no such Supply exists, the User burns the blank blueprint paper and does the same effect as Kindling.
  19. Comfy Chair Blueprints: Structural. If the User has a Sewing Kit, Toolbox, Wood and Fabric they may as a craction destroy 1 Wood and 1 Fabric that they have, along with these Blueprints, to add a Comfy Chair into their Inventory.
  20. Fabric: Other Residents are considered to have a Violent stance towards the User when they are wielding Fabric as the red cape the User holds enrages them.
  21. Comfy Chair: Structural. When the Government makes a Crate post the User gains 3 Health if this is in their Inventory.
  22. Wood: If the User took a Kindling they may, as a craction destroy their Wood and pick 2 other Residents which are different. The chosen Residents gain 1 Alertness while the User gain 3.
  23. Nails:
  24. Toolbox: When the User takes Wood or Nails from a crate and they already have Nails or Wood (and vice versa), the User may destroy the Nails and Wood to add a Nailed Board to their Inventory.
  25. Nailed Board: Structural. A User wielding a Nailed Board may take a Craction to deal 3 Damage to a Resident that they have a Violent Stance towards.
  26. Sewing Kit:
  27. Rope: As a craction the User may choose a Resident who is Violent towards them and bind their hands. The bound Resident may not take actions that will lower the User’s Health as long as long as the User is wielding this item. Only 1 Resident can be bound per Rope.
  28. Money
  29. Blanket: Clothing (Body). A Resident wearing a Blanket receives a +1 Bonus to their Health.

The User of a Supply is the resident who is carrying it.

When an item listed as Consumable would be put into an Inventory, it is instead not put into that Inventory, and the Resident whose Inventory it is may apply its effect at that time (with themselves as its User).

If an item gives a Bonus to a stat, that stat is increased or decreased by that amount while the condition described is true: this is tracked in the GNDT by noting that modifier after the value (eg. a stat of 5 with separate bonuses of +2 and +1 from items would be listed as “5+2+1”).

The Resident which causes the Crate to be empty or eligible to be discarded can do the following as a Craction: discard the crate and then add a Fibreboard to the inventory of all Residents with the same priority as them.

Crates

If no non-Empty Crate exists, the Government may make a blog post describing the delivery of a supply crate; this is known as a Crate post, and it describes a Crate. The post lists a number of randomly-chosen non-Structural items from the Supplies list which are inside the Crate; that number is equal to the number of Residents at the time of posting. The Government may, and should, also then halve the Hangover of all Residents, rounding toward zero, and then (if the post just made was not a Drop Post) increase the Health of every Knocked Out Resident who was a Dropper of the most recent Drop Post by 6, increase their Hangover by 10 and set their Alertness to 1.

A Resident’s Priority is a rational number equal to their Alertness plus one hundredth of their Health.

A Resident (the “Recipient”) may take an item from a Crate by posting a comment to its post announcing their choice, but only if:-

  • The item is in that Crate.
  • The Recipient has not already taken an item from that Crate.
  • There is no other non-Sleeping Resident who has a higher Priority than the Recipient, and who has not yet taken an item from that Crate.

Taking an item from a Crate is an atomic action that consists of the following:

  • Posting a comment in the relevant Crate blogpost stating which item is taken.
  • Putting it into that Resident’s inventory.
  • Choose whether or not to take one Craction that they are able to take.
  • Optionally reducing by 1 (to a minimum of 1) the Health of a Resident who has the same Priority as the Resident taking this action, and also the same or greater Hangover.

When this action has begun, a single instance of that item is no longer considered to be part of the Crate.

If a Recipient has been able to take an item from a particular Crate for the past 24 hours, but has not done so, then any Resident may set that Resident’s Alertness to zero.

If a Crate has no Supplies inside it, then that Crate is Empty. If there exists a non-Empty Crate and every non-Sleeping non-Knocked Out Resident has taken an item from that Crate, then any Resident may post a comment to the Crate post announcing that the Crate is being discarded: upon doing so, any Supplies still inside the Crate cease to exist.

A Craction is an action that is taken as the last step of taking an item from a Crate.

A Resident, as a Craction and by paying 1 health, can take a trip to the Black Market and perform one of the following:

  • Sell Supplies: Remove from play 3 of your own Supplies to gain 1 Money.
  • Purchase Supplies: Change 1 of your own Money into 1 new Supply of your choice. (Destroying the Money and creating that new Supply)

Inventory

Each Resident has an Inventory of Supplies that they are carrying, tracked as a list in the GNDT field “Inventory”. A Resident may carry up to five Supplies in their Inventory.

One Supply in each Resident’s Inventory may be Wielded (recorded with an exclamation mark after the Supply’s name in the Inventory), and any number of Clothing Supplies in a Resident’s Inventory may be Worn (recorded with an asterisk after the Supply’s name in the Inventory); by default, Supplies are neither Wielded nor Worn. A Resident may change which Supplies they are Wielding and/or Wearing, as a Craction.

A Clothing Supply may have a worn body location (listed in brackets after “Clothing” as part of their description); a Resident cannot wear more than one Supply at the same time with the same body location.

A Resident can remove a Supply from their inventory and throw it away. This action removes the Supply from the game.

The Government

For the purposes of dynastic rules, the Government is not considered to be a Resident.

If the Government has a Vote of DEFERENTIAL on a proposal, that Vote is instead considered to be valid and either FOR (if more than one Resident has voted on the proposal, and more Residents have voted FOR the proposal than have voted AGAINST it) or AGAINST (in all other cases).

Social

Each Resident has a Stance towards each other Resident, defaulting to “Neutral”. Stances are all tracked on the Residents wikipage. A Resident with a Neutral Stance towards another Resident can change their own Stance towards that Resident to any other Stance. The Stances possible (and their effects, if any) are the following:

  • Neutral:
  • Trusting: If you are not Knocked Out, then the Resident you are Trusting towards may use a Craction to transfer a single instance of a Supply from you to themselves.
  • Suspicious: The Resident you are Suspicious towards may not transfer to you Supplies.
  • Romantic: The Resident you are Romantic towards may, as a Craction, set their Alertness value to be equal your own (ignoring Bonuses).
  • Violent: The Resident you are Violent towards cannot change their Stance towards you to be anything else than also Violent.

Knocking Out

A Resident with a Health (before or after Bonuses) of zero is Knocked Out. A Knocked Out Resident may not take dynastic actions.

If a Resident is Knocked Out when the Government makes a Crate Post, then the post’s Crate may - instead of the contents it would usually be generated with - contain all items from all the inventories of all Residents who are Knocked Out at the time of the Crate’s creation (those items being removed from the inventories they are in). Such an alternate post is known as a Drop Post, and the Residents who were Knocked Out at the time of its creation are its Droppers.

Victory

When a Crate is discarded, if a single Resident is carrying five Money Supplies, then that Resident alone has bought their way out of the city, concealed on a delivery truck, and has achieved victory.

Swifter Than The Admins

A Dead proposal is a self-killed proposal where all of the proposals in the queue at or above it are either 48 or more hours old or self-killed or vetoed. For the purposes of the “Proposals” rule, but not its subrules, Dead proposals are not considered pending.


Special Case

Special Case Rules can be active or inactive and default to active. The status of a Special Case rule is notated in the title of that rule ending in ”[X]” where X is the word Active or Inactive, denoting that Rule’s status. When a new dynasty is started, the Ascension Address may state any existing Special Case Rules that are set to inactive; any Special Case Rules not set in the Ascension Address become Active.

The text of Special Case Rules that are inactive shall be interpreted, for the purpose of play, to mean nothing.

Tags [Active]

Votable matters have zero or more tags. Tags are added by adding it to the title of a votable matter with the format “[X]” where [X] is the tag, for example “[Core] Wording Fix”. Votable Matters require the [Core] tag in order to make changes to the Core Rules, and the [Appendix] tag in order to make changes to the Appendix Rules. Votable Matters other than DoVs require the [Victory] tag in order to grant victory to a Resident.

Atomic Actions [Active]

When a Resident 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 Resident performing an Atomic Action performs its steps as quickly as they are able.

If one or more steps of an Atomic Action were done incorrectly, the Resident must redo the Atomic Action. In redoing an Atomic Action, the Resident uses any legal steps that were already completed in the illegal Atomic Action and only redoes the illegal ones.

For instance if an Atomic Action consists of rolling a die in the GNDT and then doing steps based upon it’s result the Resident would have to reroll the die if they rolled the wrong one if the first place and any steps that depended upon the result of that die; however if all they did was take an illegal action later on, the die is still used in the redone action.

If the Atomic Action was illegal due to a die that was wrong in the GNDT (for example, rolling a 1 on a DICE6 gives that Resident a point and the rest do nothing and the Resident rolls a DICE5 in the first one) and in redoing the Atomic Action they get the same effect as before (i.e. rolling an incorrect die and getting result X but then rolling the correct die and still getting result X) then the steps that depended upon that result are valid and don’t need to be redone. Steps that depend upon multiple dice which were done incorrectly must have each incorrect die have the same effect to be considered valid.

For the purposes of determining the ordering or legality of game actions the time of an Atomic Action shall be the time that it is completed. For Atomic Actions that are redone, the time of completion is the last redone step.

A Resident may not take more than one Atomic Action at the same time.

Seasonal Downtime [Active]

Blognomic goes into hiatus every year on December 24th, and remains in hiatus until December 27th. During this time no game actions may be taken except those described in the rules entitled “Votable Matters,” “Gamestate Tracking” and “Call for Judgement”.

Dormancy [Active]

If there are fewer than five Residents, then BlogNomic is Dormant. While BlogNomic is Dormant, actions defined by dynastic rules may not be taken, and proposals may not be submitted.

No Orphan Variables [Active]

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

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

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 Residents.
Daily Action
If a game action is a Daily Action, each Resident 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 Resident 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 Resident’s Effective Vote Comment with respect to a given Votable Matter means that Resident’s Comment to that Votable Matter, if any, that contains that Resident’s Vote on that Votable Matter.
Flavour Text
When posting a blog entry, a Resident 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.
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 Residents is half the number of Residents in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Residents it is referring to, it is referring to a Quorum of all Residents.
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. Residents 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 Governmenty 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 Resident 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 Resident 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 Resident 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 only be removed as allowed by the Ruleset. An official post may be altered by its author if it is less than six hours old and either no Resident has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icons; otherwise this can only be done as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post's Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories. An official blog post’s status may never be altered except in accordance with the rules that define that official post.

A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no comments, the author may change the categories as they wish. Secondly, if a post by a Resident who has been a Resident 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 Resident may update any Resident'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 Resident’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 Resident may correct the GNDT to comply with the Gamestate.

If a Resident 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, Residents are encouraged to raise a Call for Judgement instead. Residents 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.

Any changes to the potential outcomes of the GNDT’s random result commands must be made by proposal; and any proposal that seeks to nominate a change to this rule must first identify a Resident with server-level access to the BlogNomic site who is able to perform the changes, and must also update this rule to reflect the new potential outcomes.

If a number or other game variable is selected 'at random' or 'randomly' from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate DICE roll in the GNDT, unless otherwise specified. If a selection is explicitly specified as being “secretly” random, the Resident making this determination may do so using a private method of their choosing, instead of the GNDT.

Clarifications

Numbers and Variables

  • If a set of valid values is not specified in their definition, game variables defined to hold numeric values can hold only non-negative integers. Any action that would set those values below zero is an illegal action unless explicitly otherwise stated in the ruleset.
  • Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.
  • All numbers, unless stated otherwise by a rule, are in base ten.
  • Unless otherwise specified, to “spend” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, lost, gained, or transferred, and a rule that allows Residents to transfer a numeric value only allows them to transfer that value from themselves to another Resident (of their choice unless otherwise stated).
  • A Resident who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action's effects are limited to changing values tracked in the GNDT and/or similar gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.
  • If a rule implies that the result of any calculation should be an integer (for instance, by attempting to store that result in, or add it to, a gamestate variable that can only hold integers), the result of the calculation is instead the result rounded towards 0.
  • If a game variable has no defined starting value, then that starting value is the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”).
  • Invalid values for game variables can never be used, even if the values stored in the GNDT remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)
  • DICEN cannot be rolled in the GNDT if N is 22 or more digits long.

Rules and Proposals

  • If a new rule is created by a proposal and its location is not noted in that proposal, that new rule is to be placed in the Dynastic Rules.
  • If a wiki page becomes gamestate as a result of a proposal enacting, that page shall - unless otherwise specified - be reverted to whatever state it was in at the time of that proposal's submission (and if the page did not exist at that time, it shall be blanked).
  • Where a Proposal would amend the effects of Proposal Enactment, this does not apply to its own enactment unless explicitly stated (eg. a proposal proposing that enacted proposals earn their author a banana when enacted would not earn a banana for its own author, when enacted).
  • Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.
  • Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.
  • If the admin enacting a proposal reaches a step which cannot be applied immediately (eg. “two days after this proposal enacts, Resident 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 Resident if it is explicitly stated that it refers to a Resident's name.
  • If a rule would ever have no name, it is instead named “Unnamed Rule”.
  • The names of rules are not themselves rule text and have no effect other than being rule names.
  • Subrules can be referred to by a name which incorporates name of the rule they are a subrule of. Example: a subrule of the rule “Gin” is a “Gin Rule”, however the rule “Gin” is not a “Gin Rule” because it’s not a subrule of the rule “Gin”.
  • When referring to a proposal, the name used in reference to a specific proposal may be simplified by not including braces and any text between the opening and closing braces. i.e. a proposal named “Changes [Core]” could instead be referred to by the name “Changes”.

Prioritisation

  • If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:
  1. The Appendix has precedence over any Rule;
  2. A Dynastic Rule has precedence over a Core Rule, unless that Core Rule explicitly says it can’t be overruled by a Dynastic Rule;
  3. 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 “Residents may Kick each other” and “Residents may not kick each other on Tuesdays” exist, and it is Tuesday, Residents may not Kick each other.)
  4. If two parts with the same scope contradict each other, the negative rule applies. (e.g. with “Residents may Punch a Spaceman on Friday” and “Residents may not Punch Spacemen on Friday”, then Residents may not Punch Spacemen on Friday.)
  5. Special Case Rules have equal precedence as Dynastic Rules, unless that Special Case Rule explicitly says it can’t be overruled by a Dynastic Rule.